public SpellSystem(int _sp_number, int _sp_cost, int _pl_type, int _sp_purpose, int _sp_continue, int _sp_category, int _sp_effect) { SpellNumber = _sp_number; EnergyCost = _sp_cost; TypeOfPlayer = _pl_type; SpellPurpose = (SpellMainPurpose)_sp_purpose; SpellContinue = (TypeOfContinue)_sp_continue; SpellCategory = (SpellTypeCategory)_sp_category; SpellEffects = (SpellImportantEffects)_sp_effect; DistanceOfApplying = 0; TimeForCasting = 0; }
public SpellSystem(int _sp_number, int _sp_cost, int _pl_type, SpellMainPurpose _sp_purpose, TypeOfContinue _sp_continue, SpellTypeCategory _sp_category, SpellImportantEffects _sp_effect, float _dist, float _castTime) { SpellNumber = _sp_number; EnergyCost = _sp_cost; TypeOfPlayer = _pl_type; SpellPurpose = _sp_purpose; SpellContinue = _sp_continue; SpellCategory = _sp_category; SpellEffects = _sp_effect; DistanceOfApplying = _dist; TimeForCasting = _castTime; }
public SpellSystem(int _sp_number, int _sp_cost, int _pl_type, int _sp_purpose, int _sp_continue, int _sp_category, int _sp_effect, float _distance, float _castTime, int _cooldown) { SpellNumber = _sp_number; EnergyCost = _sp_cost; TypeOfPlayer = _pl_type; SpellPurpose = (SpellMainPurpose)_sp_purpose; SpellContinue = (TypeOfContinue)_sp_continue; SpellCategory = (SpellTypeCategory)_sp_category; SpellEffects = (SpellImportantEffects)_sp_effect; DistanceOfApplying = _distance; TimeForCasting = _castTime; if (_cooldown < 1) { CoolDownTime = 1; } else { CoolDownTime = _cooldown; } }