public Character(string sprite) : base(sprite) { //TODO: Be a bit more creative than this Speed = 130; CharacterStats = new CharacterStatCollection(this); // Allocate just enough room for equipment var numberOfEquipmentSlots = Enum.GetNames(typeof(EquipmentSlot)).Length; Equipment = new Equipment[numberOfEquipmentSlots]; Skills = new List<Skill>(); }
public Character(string sprite) : base(sprite) { //TODO: Be a bit more creative than this Speed = 130; CharacterStats = new CharacterStatCollection(this); // Allocate just enough room for equipment var numberOfEquipmentSlots = Enum.GetNames(typeof(EquipmentSlot)).Length; Equipment = new Equipment[numberOfEquipmentSlots]; CharacterStats[StatTypes.Hitpoints].CurrentValueChanged += OnHitpointsChanged; Skills = new List<Skill>(); ActiveStatusEffects = new StatusEffectCollection(); }
public ServerEquipmentUpdatePacket(Equipment equipment, EquipmentSlot slot) { Equipment = equipment; Slot = slot; }
private void PlayerOnEquipmentChanged(Equipment equipment, Player player, EquipmentSlot slot) { var request = new ServerEquipmentUpdatePacket(equipment, slot); player.Client.Send(request); // Send notification to the client var request2 = new ServerSendGameMessagePacket(GameMessage.EquipmentChanged); player.Client.Send(request2); }
protected virtual void OnEquipmentChanged(Equipment equipment, Player player, EquipmentSlot slot) { EquipmentEvent handler = EquipmentChanged; if (handler != null) handler(equipment, player, slot); }