protected virtual void updateCharacteristic() { if (isPlayer) { loot.UpdateItems(); } currentCharacteristic = ((currentCharacteristic.Clear() + baseCharacteristic) + effects.Update()); spellBook.Update(); }
public Characteristic Update() { characteristic.Clear(); for (iterator = effects.Count - 1; iterator >= 0; iterator--) { effects[iterator].Update(); if (effects[iterator].NoLongerNeeded) { effects.RemoveAt(iterator); } else { characteristic += effects[iterator].CurrentCharacteristic; } } return(characteristic); }