public override List <IBehaviour> GetFinalBehaviours(IActor forActor) { //if it requires equipping if (Slot != null && !IsEquipped) { return(new List <IBehaviour>()); } return(new List <IBehaviour>(BaseBehaviours.Union(Adjectives.SelectMany(a => a.GetFinalBehaviours(forActor))))); }
public virtual List <IBehaviour> GetFinalBehaviours(IActor forActor) { return(new List <IBehaviour>(BaseBehaviours.Union(Adjectives.SelectMany(a => a.GetFinalBehaviours(forActor))))); }