public void Setup() { object1 = new Dagger("Object1", 20, 10); object2 = new IronNails("Object2", 10, 5); dummy1 = new Witch("Dummy", 100, object1, object2); dummy2 = new Witch("Dummy2", 100, object1, object2); }
/// <inheritdoc /> public Weapon Convert(ItemDTO value, object state) { var entity = new Dagger(); this.Merge(entity, value, state); return(entity); }
public void TestQuestParticipation() { QuestMatch game = ScenarioCreator.GameNoDeal(2); game.AttachLogger(new Quest.Core.Logger("TestQuestParticipation")); Player aiPlayer = game.Players[0]; Player otherPlayer = game.Players[1]; aiPlayer.Behaviour = new Strategy3(); RescueTheFairMaiden quest = new RescueTheFairMaiden(game); // 3 stages. game.CurrentStory = quest; //some cards Lance lance = new Lance(game); Dagger dagger = new Dagger(game); Sword sword = new Sword(game); Thieves thieves = new Thieves(game); SirGalahad sirGalahad = new SirGalahad(game); aiPlayer.Hand.Add(lance); otherPlayer.Hand.Add(dagger); otherPlayer.Hand.Add(sword); //other player has 2 cards, ai has 1, don't participate Assert.IsFalse(aiPlayer.Behaviour.ParticipateInQuest(quest, aiPlayer.Hand)); aiPlayer.Hand.Add(thieves); //both players have 2 cards in hand, participate Assert.IsTrue(aiPlayer.Behaviour.ParticipateInQuest(quest, aiPlayer.Hand)); aiPlayer.Hand.Add(sirGalahad); //ai player has 3 cards, other has 2, participate Assert.IsTrue(aiPlayer.Behaviour.ParticipateInQuest(quest, aiPlayer.Hand)); }
public void MaximumCloseCombatWeaponsReached() { var warrior = new WitchHunterCaptain(); ICloseCombatWeapon singleHandenWeapon = new Dagger(); ICloseCombatWeapon twoHandWeapon = new WeepingBlades(); Assert.IsFalse(warrior.MaximumCloseCombatWeaponsReached()); warrior.AddEquipment(singleHandenWeapon); Assert.IsFalse(warrior.MaximumCloseCombatWeaponsReached()); warrior.AddEquipment(singleHandenWeapon); warrior.AddEquipment(singleHandenWeapon); Assert.IsTrue(warrior.MaximumCloseCombatWeaponsReached()); warrior.RemoveEquipment(singleHandenWeapon); warrior.RemoveEquipment(singleHandenWeapon); warrior.RemoveEquipment(singleHandenWeapon); Assert.AreEqual(0, warrior.Equipment.Count); warrior.AddEquipment(singleHandenWeapon); warrior.AddEquipment(twoHandWeapon); Assert.IsTrue(warrior.MaximumCloseCombatWeaponsReached()); warrior.RemoveEquipment(singleHandenWeapon); Assert.IsTrue(warrior.MaximumCloseCombatWeaponsReached(), "Weeping blades is a pair"); }
public static void ActivatedLaneClear() { var q = LaneClearMenu["useQLC"].Cast <CheckBox>().CurrentValue&& Q.IsReady(); var w = LaneClearMenu["useWLC"].Cast <CheckBox>().CurrentValue&& W.IsReady(); var e = LaneClearMenu["useELC"].Cast <CheckBox>().CurrentValue&& E.IsReady(); var d = Dagger.GetClosestDagger(); var minion = EntityManager.MinionsAndMonsters.EnemyMinions.Where(t => t.IsEnemy && !t.IsDead && t.IsValid && !t.IsInvulnerable && t.IsInRange(EloBuddy.Player.Instance.Position, Q.Range)); foreach (var m in minion) { if (q && m.IsValidTarget() && m.IsMinion) { Q.Cast(m); } if (e && m.IsMinion && m.IsValidTarget() && !m.Position.IsUnderTurret()) { if (m.Position.IsInRange(d, W.Range)) { E.Cast(GetBestDaggerPoint(d, m)); } } else if (w && m.IsMinion && m.IsValidTarget()) { W.Cast(m); } } }
public MasterNecromancer1() : base(AIType.AI_Melee, FightMode.Closest, 10, 1, 0.2, 0.4) { Name = "Gror'tak Maitre des Squelettes"; Body = 400; Hue = 1109; Item shroud = new RobeACapuche(1870); shroud.Movable = false; AddItem(shroud); Item dagger = new Dagger(); dagger.Name = "Dague Maudite"; dagger.Hue = 34; dagger.Movable = false; AddItem(dagger); SetStr(250, 400); SetDex(50); SetInt(300, 400); SetHits(250, 400); SetDamage(15, 25); SetDamageType(ResistanceType.Physical, 100); SetResistance(ResistanceType.Physical, 100); SetResistance(ResistanceType.Fire, 50); SetResistance(ResistanceType.Cold, 50, 70); SetResistance(ResistanceType.Poison, 50, 70); SetResistance(ResistanceType.Energy, 70, 90); SetSkill(SkillName.MagicResist, 20.1, 30.0); SetSkill(SkillName.Fencing, 80.1, 100.0); SetSkill(SkillName.Tactics, 80.1, 100.0); SetSkill(SkillName.EvalInt, 100); SetSkill(SkillName.Magery, 60.1, 100.0); SetSkill(SkillName.Necromancy, 60.1, 100.0); Fame = 15000; Karma = -15000; VirtualArmor = 80; PackItem(new CurseWeaponScroll()); if (Utility.Random(4) == 0) { PackItem(new CurseWeaponScroll()); } if (Utility.Random(20) == 0) { PackItem(new RobeACapuche(1870)); } PackNecroReg(10, 30); }
public CultistAssassin() : base(AIType.AI_Assassin, FightMode.Closest, 10, 1, 0.2, 0.4) { Name = "Assassin du Culte"; Body = 0x190; SetStr(85, 120); SetDex(100, 120); SetInt(151, 200); SetHits(200); SetStam(150); SetMana(120); SetDamage(8, 10); SetDamageType(ResistanceType.Physical, 70); SetDamageType(ResistanceType.Poison, 30); SetResistance(ResistanceType.Physical, 30, 40); SetResistance(ResistanceType.Fire, 60, 80); SetResistance(ResistanceType.Cold, 40, 40); SetResistance(ResistanceType.Poison, 40, 50); SetResistance(ResistanceType.Energy, 50, 60); SetSkill(SkillName.Poisoning, 120.0); SetSkill(SkillName.MagicResist, 100, 120); SetSkill(SkillName.Tactics, 100.0); SetSkill(SkillName.Fencing, 90.1, 110.0); SetSkill(SkillName.Anatomy, 100.0); SetSkill(SkillName.Hiding, 100); SetSkill(SkillName.Stealth, 120.0); SetSkill(SkillName.Focus, 120.0); ActiveSpeed = 0.12; PassiveSpeed = 0.250; Fame = 5000; Karma = -5000; VirtualArmor = 40; HairItemID = 0; AddItem(new StuddedChest()); AddItem(new StuddedArms()); AddItem(new StuddedGloves()); AddItem(new StuddedGorget()); AddItem(new StuddedLegs()); AddItem(new Boots()); Dagger weapon = new Dagger(); weapon.Movable = false; weapon.Quality = WeaponQuality.Exceptional; weapon.Attributes.WeaponDamage = 40; weapon.WeaponAttributes.HitLeechHits = 30; AddItem(weapon); }
public DavidTheForestExpert() : base(AIType.AI_Vendor, FightMode.None, 2, 1, 0.5, 2) { Name = "David Cranshaw the forest expert - (Insecticide)"; Body = 400; Female = false; Race = Race.Human; Hue = 33784; HairItemID = 8253; HairHue = 1116; FacialHairItemID = 8267; FacialHairHue = 1116; InitStats(100, 100, 25); SetSkill(SkillName.Anatomy, 64.0, 100.0); SetSkill(SkillName.Fencing, 36.0, 68.0); SetSkill(SkillName.TasteID, 36.0, 68.0); SetSkill(SkillName.Cooking, 36.0, 68.0); SetSkill(SkillName.Tactics, 64.0, 100.0); AddItem(new DeerMask()); AddItem(new BodySash(743)); AddItem(new FancyShirt(643)); AddItem(new ShortPants(853)); AddItem(new LightBoots(993)); Dagger weapon = new Dagger(); weapon.Movable = true; AddItem(weapon); }
public static void Execute() { var Champ = EntityManager.Heroes.Enemies.Where(x => x.Health < HandleDamageIndicator(x)); if (MenuValue.Harass.UseQ && Q.IsReady()) { var target = Q.GetTarget(Champ); if (target != null) { Q.Cast(target); } } if (MenuValue.Harass.UseE && E.IsReady()) { var dagger = Dagger.Where(x => x.Value.Item1 && !x.Key.Position.IsUnderEnemyTurret()).OrderBy(x => x.Key.Distance(TargetSelector.GetTarget(500, DamageType.Magical, x.Key.Position, true))); if (dagger.Any()) { if (MenuValue.Harass.UseW && W.IsReady()) { if (W.Cast()) { E.Cast(dagger.FirstOrDefault().Key.Position); } } } } }
void Shoot() { Dagger d = Instantiate(dagger, transform.position, Quaternion.identity); d.angle = transform.rotation.eulerAngles.z + 90; d.speed = (float)speed; // d.angle = 270; }
void Start() { var dagger = new Dagger(); var curse = new Curse(); DebugPrint.PrintAnyDamageSubject(dagger); // dagger damage info DebugPrint.PrintAnyDamageSubject(curse); // curse damage info }
protected override void Awake() { mUnitType = UnitType.Archer; base.Awake(); this.InitializeStats(); mMeleeWeapon = new Dagger(mLevel); mRangedWeapon = new Crossbow(mLevel); mCurrentWeapon = mRangedWeapon; }
public void ConstructorArgumentWithMatchingTypeShouldBeUsedIfUsingExplicitTypeArgumentSyntax() { var expectedWeapon = new Dagger(); this.kernel.Bind <Samurai>().ToSelf().WithConstructorArgument(typeof(IWeapon), expectedWeapon); var samurai = this.kernel.Get <Samurai>(); samurai.Weapon.Should().Be(expectedWeapon); }
public void reset() { hp = 5.0f; inventory.Clear(); Equipment dagger = new Dagger(); pickUpItem(dagger); equip(dagger); }
public void Fire() { GameObject go = daggerSpawner.Get(); Dagger dagger = go.GetComponent <Dagger>(); go.transform.position = transform.position; dagger.bearing = familiar.transform.position - transform.position; go.SetActive(true); }
protected override void Awake() { mUnitType = UnitType.Archer; base.Awake(); this.InitializeStats(); mMeleeWeapon = new Dagger (mLevel); mRangedWeapon = new Crossbow (mLevel); mCurrentWeapon = mRangedWeapon; }
public void ConstructorArgumentWithMatchingTypeShouldBeUsed() { var expectedWeapon = new Dagger(); this.kernel.Bind <Samurai>().ToSelf().WithConstructorArgument <IWeapon>(expectedWeapon); var samurai = this.kernel.Get <Samurai>(); samurai.Weapon.Should().Be(expectedWeapon); }
public static Dagger Generate() { Dagger d = new Dagger(); d.Id = 1; d.Name = "匕首"; d.Level = 1; d.ATK = MainRandom.Gen(1, 3); return(d); }
public rolph() : base(AIType.AI_Melee, FightMode.Aggressor, 10, 1, 0.2, 0.4) { Name = "Rolph"; Title = "The Obidient Servant"; Body = 0x190; Hue = Utility.RandomSkinHue(); AddItem(new Cloak(256)); AddItem(new Robe(1161)); AddItem(new Sandals()); Dagger weapon = new Dagger(); weapon.DurabilityLevel = (WeaponDurabilityLevel)Utility.Random(0, 1); weapon.AccuracyLevel = (WeaponAccuracyLevel)Utility.Random(5, 6); weapon.Skill = SkillName.Swords; weapon.Speed = 75; weapon.Hue = 77; weapon.Weight = 2; weapon.Movable = true; weapon.Attributes.SpellChanneling = 1; weapon.Quality = WeaponQuality.Exceptional; SetStr(100, 150); SetDex(200, 300); SetInt(200, 300); SetHits(2000, 2500); SetDamage(30, 35); PackItem(new HallegsArm()); SetDamageType(ResistanceType.Physical, 100); SetResistance(ResistanceType.Physical, 15, 25); SetResistance(ResistanceType.Fire, 5, 15); SetResistance(ResistanceType.Cold, 25, 40); SetResistance(ResistanceType.Poison, 5, 10); SetResistance(ResistanceType.Energy, 10, 20); SetSkill(SkillName.MagicResist, 300, 300); SetSkill(SkillName.Wrestling, 160, 175); SetSkill(SkillName.Tactics, 300, 300); SetSkill(SkillName.Anatomy, 300, 300); SetSkill(SkillName.Swords, 180, 195); Fame = 100000; Karma = 0; VirtualArmor = 6; }
public override void Deserialize(GenericReader reader) { base.Deserialize(reader); int version = reader.ReadInt(); if (version > 0) { Dagger = reader.ReadItem <Dagger>(); } }
void FireOne(Dagger dagger, AnimationState animation) { if (dagger.State == Dagger.DaggerState.Holstered) { animator.SetInteger("State", (int)animation); dagger.WillGrab(); } else { dagger.Action(); } }
private void OnDaggerTriggerAreaEnter(Collider2D collision) { Dagger daggerDetect = collision.GetComponent <Dagger>(); if (daggerDetect != null) { firstDaggCollision = true; daggerTriggerArea.gameObject.SetActive(false); SetDaggerPos(); AudioManager.instance.PlaySfx("Slash4"); } }
public void TestSetupQuest2() { QuestMatch game = ScenarioCreator.GameNoDeal(1); game.AttachLogger(new Quest.Core.Logger("TestSetupQuest2")); Player sponsorAI = game.Players[0]; sponsorAI.Behaviour = new Strategy1(); // Setup quest SearchForTheQuestingBeast quest = new SearchForTheQuestingBeast(game); // 4 stages. game.CurrentStory = quest; quest.Sponsor = sponsorAI; //cards, no test Giant giant = new Giant(game); //40 Lance lance = new Lance(game); //20 Mordred mordred = new Mordred(game); //30 Sword sword = new Sword(game); //10 Sword sword2 = new Sword(game); //10 Dagger dagger = new Dagger(game); //5 Dagger dagger2 = new Dagger(game); //5 Thieves thieves = new Thieves(game); //5 Boar boar = new Boar(game); //5 sponsorAI.Hand.Add(new List <Card>() { giant, lance, thieves, boar, mordred, dagger, dagger2, sword, sword2 }); List <AdventureCard>[] stages = sponsorAI.Behaviour.SetupQuest(quest, sponsorAI.Hand); Assert.AreEqual(4, stages.Length); //test last stage - should contain giant and lance Assert.AreEqual(2, stages[3].Count); Assert.IsTrue(stages[3].Contains(giant)); Assert.IsTrue(stages[3].Contains(lance)); //test 3rd stage - should be mordred and one of the daggers Assert.AreEqual(2, stages[2].Count); Assert.IsTrue(stages[2].Contains(mordred)); Assert.IsTrue((stages[2].Contains(dagger)) || (stages[2].Contains(dagger2))); //test 2nd stage - thieves or boar, and one of the swords Assert.AreEqual(2, stages[1].Count); Assert.IsTrue((stages[1].Contains(thieves)) || (stages[1].Contains(boar))); Assert.IsTrue((stages[1].Contains(sword)) || (stages[1].Contains(sword2))); //test 1st stage - thieves or boar (whichever wasn't played previously) Assert.AreEqual(1, stages[0].Count); Assert.IsTrue((stages[1].Contains(thieves)) || (stages[1].Contains(boar))); }
private static void AddBackpack(Mobile m) { Container pack = m.Backpack; if (pack == null) { pack = new Backpack(); pack.Movable = false; m.AddItem(pack); } if (Core.UOAI || Core.UOAR) { PackItem(new RedBook("a book", m.Name, 20, true)); PackItem(new Gold(204)); // Adam: add the magic starting gold of 204 PackItem(new Dagger()); PackItem(new Candle()); PackItem(new Spyglass()); // Adam: The spyglass is how you opperate a moongate. seems like a reasonable starting item // [NEW] Tower //RecallRune ocRune = new RecallRune(); //ocRune.Target = new Point3D( 1688, 1422, 0 ); //ocRune.TargetMap = Map.Felucca; //ocRune.Description = "[NEW] Tower"; //ocRune.Marked = true; //PackItem( ocRune ); // add a book describing new //PackItem(NewBook()); // wea: added newbie tent TentBag newbtent = new TentBag(); PackItem(newbtent); } else if (Core.UOSP || Core.UOMO) { //daggers are newbie, everything else isn't Dagger dagger = new Dagger(); PackItem(dagger); dagger.LootType = LootType.Newbied; PackItem(new Gold(100)); PackItem(new IronIngot(25)); PackItem(new Shovel()); BagOfReagents regs = new BagOfReagents(10); PackItem(regs); //ADD back of 10 reagents PackItem(new Katana()); } }
protected override void Awake() { mUnitType = UnitType.Mage; base.Awake(); this.InitializeStats(); mMeleeWeapon = new Dagger (mLevel); mRangedWeapon = new IceWand (mLevel); mCurrentWeapon = mRangedWeapon; ((IceWand)mRangedWeapon).src = this; }
protected override void Awake() { mUnitType = UnitType.Mage; base.Awake(); this.InitializeStats(); mMeleeWeapon = new Dagger(mLevel); mRangedWeapon = new IceWand(mLevel); mCurrentWeapon = mRangedWeapon; ((IceWand)mRangedWeapon).src = this; }
static void Main(string[] args) { //Parte de Agustina Benia Dagger dagger = new Dagger("Dagger", 88, 34); IronNails ironNails = new IronNails("Iron Nails", 34, 78); Witch witch1 = new Witch("Manon", 100, dagger, ironNails); Witch witch2 = new Witch("Asterin", 100, dagger, ironNails); Console.WriteLine(witch1.MessageCharacter()); Console.WriteLine(witch2.MessageCharacter()); Console.WriteLine(witch2.MessageHealth()); witch1.MakeDmg(witch2); Console.WriteLine(witch2.MessageHealth()); witch2.RestoreHealth(); Console.WriteLine(witch2.MessageHealth()); // Parte de Yonatan Morgades Hammer h = new Hammer("Mjölnir", 200, 0); MagicRing m = new MagicRing("One ring", 0, 800); Dwarves dwarv1 = new Dwarves("ThorEnano", 200, h, m); Dwarves dwarv2 = new Dwarves("ThorEnano 2", 100, h, m); Console.WriteLine(dwarv1.MessageCharacter()); Console.WriteLine(dwarv2.MessageCharacter()); Console.WriteLine(dwarv2.MessageHealth()); dwarv1.MakeDmg(dwarv2); Console.WriteLine(dwarv2.MessageHealth()); dwarv2.RestoreHealth(); Console.WriteLine(dwarv2.MessageHealth()); // Parte de Fabio Luzzatto SolarSword sword = new SolarSword("Solar Sword", 100, 0); SolarShield shield = new SolarShield("Solar Shield", 0, 8000); DefenderElf1 elf1 = new DefenderElf1("Defender Elf", 100, sword, shield); DefenderElf1 elf2 = new DefenderElf1("Defender Elf 2", 100, sword, shield); Console.WriteLine(elf1.MessageCharacter()); Console.WriteLine(elf2.MessageCharacter()); Console.WriteLine(elf2.MessageHealth()); elf1.MakeDmg(elf2); Console.WriteLine(elf2.MessageHealth()); elf2.RestoreHealth(); Console.WriteLine(elf2.MessageHealth()); //Parte de Nicolas Velazquez Spell crucio = new Spell("Crucio", 50, 20); Spellbook libro_hechizo = new Spellbook("Libro hechizos", crucio); WizardStick palo = new WizardStick("Palo magico", 60, 0); Wizard merlin = new Wizard("Merlin", 100, libro_hechizo, palo); Console.WriteLine(libro_hechizo.Dmg); }
public Weapons[] InitWeapons() { Weapons[] wepArr = new Weapons[6]; wepArr[0] = new Dagger(); wepArr[1] = new CrossBow(); wepArr[2] = new Mace(); wepArr[3] = new MorningStar(); wepArr[4] = new Longsword(); wepArr[5] = new BattleAxe(); return(wepArr); }
public Projectile ProduceProjectile() { if (this.Direction == Direction.Right) { Projectile attack = new Dagger((int)this.Position.X + this.Width + Config.OffsetX, (int)(this.Position.Y + this.Height), this.Direction, this.AttackDamage); return(attack); } else { Projectile attack = new Dagger((int)this.Position.X, (int)(this.Position.Y + this.Height), this.Direction, this.AttackDamage); return(attack); } }
public ShadowVampire() : base(AIType.AI_Melee, FightMode.Closest, 10, 1, 0.4, 0.4) { Hue += 16384; HairHue += 16384; SetSkill(SkillName.Swords, 35.0, 50.0); SetSkill(SkillName.Macing, 35.0, 75.0); SetSkill(SkillName.Fencing, 35.0, 75.0); SetSkill(SkillName.Tactics, 50.0); SetSkill(SkillName.MagicResist, 120.0); AddItem(NotCorpseCont(new Doublet(1194 + 16384))); AddItem(NotCorpseCont(new FancyShirt(1072 + 16384))); AddItem(NotCorpseCont(Rehued(new LeatherGloves(), 2424 + 16384))); AddItem(NotCorpseCont(new Boots(1175 + 16384))); AddItem(NotCorpseCont(new LongPants(2424 + 16384))); //if (0.2 >= Utility.RandomDouble()) AddItem(NotCorpseCont(Renamed(Rehued(new GoldNecklace(), 1194), "Bloody Necklace"))); BaseWeapon weapon = new Dagger(); weapon.Hue = 2949 + 16384; weapon.Name = "a dagger of the undead"; weapon.Slayer = SlayerName.Silver; //weapon.WeaponSlayerAttributes.Silver = 25; AddItem(weapon); PackItem(new DaemonBlood(Utility.RandomMinMax(1, 3))); SetResistance(ResistanceType.Physical, 100); SetResistance(ResistanceType.Fire, 25, 45); SetResistance(ResistanceType.Cold, 25, 65); SetResistance(ResistanceType.Poison, 100); SetResistance(ResistanceType.Energy, 100); Fame = 6000; Karma = -6000; SetStr(250, 300); SetDex(76, 95); SetInt(36, 60); SetHits(250, 300); SetDamage(10, 15); SetDamageType(ResistanceType.Physical, 70); SetDamageType(ResistanceType.Cold, 30); VirtualArmor = 50; }
// Start is called before the first frame update void Start() { GameManager.setWeaponsInChest(); srWeapon = new StreamReader("C:\\Users\\Apozharsky\\Documents\\cvtcClasses\\Semester3\\GameDevelopment\\DungeonCrawler\\Assets\\TextFiles\\GeneralTextFiles\\ChestWeapons.txt"); //srArmor = new StreamReader(""); //srItem = new StreamReader(""); line = srWeapon.ReadToEnd(); // GameManager.testSettingWeapons(); LongSword longSword = new LongSword(); GreatSword greatSword = new GreatSword(); Dagger dagger = new Dagger(); string[] splitWeapon = new string[3] { "LongSword", "GreatSword", "Dagger" }; string[] splitArmor = line.Split('\t'); string[] splitItem = line.Split('\t'); weaponsCollection.Add("LongSword", longSword); weaponsCollection.Add("GreatSword", greatSword); weaponsCollection.Add("Dagger", dagger); weaponsArray[0] = weaponsCollection["LongSword"]; weaponsArray[1] = weaponsCollection["GreatSword"]; weaponsArray[2] = weaponsCollection["Dagger"]; for (int i = 0; i < splitWeapon.Length; i++) { Debug.Log(splitWeapon[i]); } inc = 2; for (int i = 0; i < GameManager.weaponsCollection.Count; i++) { // Debug.Log("Is inside the array: " + GameManager.weaponsCollection["LongSword"].Name); // Debug.Log("Is inside the array: " + GameManager.weaponsCollection["GreatSword"].Name); // Debug.Log("Is inside the array: " + GameManager.weaponsCollection["Dagger"].Name); } for (int i = 0; i < inc; i++) { // Debug.Log("Found Weapon: " + GameManager.weaponsArray[i].Name); } }
private static Weapon GetWeapon() { Weapon weakSpear = new Spear("Old Spear", 5, 1, 4); Weapon rustyDagger = new Dagger("Rusty Dagger", 5, 1, 3, false); Weapon PoisonedDagger = new Dagger("Poisoned Dagger", 5, 1, 4, true, 1); List <Weapon> weapons = new List <Weapon>() { weakSpear, rustyDagger, PoisonedDagger }; return(weapons[new Random().Next(weapons.Count)]); }
void Start() { mWeapons = new SortedList(); Weapon crossbow = new Crossbow(); mCurrentWeapon = crossbow; mWeapons.Add (crossbow.Range, crossbow); Weapon dagger = new Dagger(); mWeapons.Add (dagger.Range, dagger); mHealth = mDefaultHealth; mPreviousHealth = mHealth; mSprites = null; }