public InventoryHumanoid(MobileEntity ent) { heldWeapon = null; bag = new List<Item>(); this.ent = ent; //super hacky, consider creating interface or something for ents that can have inventory (or just position, really) and moving up to Inventory }
public AttackClose(Rectangle boundingBox, MobileEntity attacker, float multiplier, int duration) { this.boundingBox = boundingBox; this.attacker = attacker; this.multiplier = multiplier; this.duration = duration; this.isAttacking = false; this.timeLeft = 0; }
public abstract void AIMove(MobileEntity entity);
public StabbingAttack(Rectangle boundingBox, MobileEntity attacker, float multiplier, int duration, int maxLength) : base(boundingBox, attacker, multiplier, duration) { this.maxLength = maxLength; }
public PassiveAttack(Rectangle boundingBox, MobileEntity attacker, float multiplier, int duration) : base(boundingBox, attacker, multiplier, duration) { }
public SwingingAttack(Rectangle boundingBox, MobileEntity attacker, float multiplier, int duration, float maxAngle) : base(boundingBox, attacker, multiplier, duration) { this.maxAngle = maxAngle; }