Esempio n. 1
0
 public RpgPlayer(IGameEngine gameEngine, IPlayerInventory playerInventory, IItemSpecialEffect itemSpecialEffect)
 {
     _gameEngine      = gameEngine;
     _playerInventory = playerInventory;
     CarryingCapacity = MaximumCarryingCapacity;
     _specialEffect   = itemSpecialEffect;
 }
        public void Start()
        {
            // TODO get the world through some other means (do we really need to?)
            _world = WorldScript.World;

            _inventory = new PlayerInventory();

            _bank = new MoneyBank
            {
                AmountChanged = new Notifee(this, NotificationIds.Money)
            };

            _cursor          = GetComponentInChildren <CursorBehavior>().PlayerCursor;
            AttachmentPoints = AttachmentPointsBehavior.RetrieveFor(Owner);

            _inventoryList = new DataCollection <IInventoryItemBlueprint>(
                Enumerable.Concat <IInventoryItemBlueprint>(weaponList, inventoryList).ToArray()
                );
            _currentItem = _inventoryList.Selected.CreateInstance(WorldScript.World, this);

            SetupDisplay();
        }
Esempio n. 3
0
 public RpgPlayerTests()
 {
     _engine          = Substitute.For <IGameEngine>();
     _playerInventory = new PlayerInventory(_engine, MaximumCarryingCapacity);
     _specialEffect   = new ItemSpecialEffect(_engine);
 }