Esempio n. 1
0
 /// <summary>
 /// Creates a new weapon with specified name and attributes.
 /// </summary>
 public Weapon(WeaponProperties data, CombatProperties propes, Attributes attri, StatusEffectProperties effect)
 {
     WeaponData       = data;
     CombatProperties = propes;
     Attributes       = attri;
     Effect           = effect;
 }
Esempio n. 2
0
        /// <summary>
        /// Applies a status effect to this entity
        /// </summary>
        public void ApplyStatusEffect(StatusEffectProperties attributes)
        {
            var constructor  = Helper.GetObjectConstructor <StatusEffect>(string.Format("Corvus.Components.Gameplay.StatusEffects.{0}", attributes.EffectType), new Type[] { typeof(Entity), typeof(StatusEffectProperties) });
            var statusEffect = constructor(this.Parent, attributes);

            if (!_StatusEffects.Contains(statusEffect.Name))
            {
                CorvEngine.AudioManager.PlaySoundEffect((statusEffect.IsPositive) ? "StatusEffectGood" : "Curse2");
            }
            _StatusEffects.Add(statusEffect);
        }