public EntitySaveData(OwnerEnum owner, ParentObjectNameEnum objectName, EntityStateEnum entityState, int maxLevel, int currentLevel, float maxHealthpoints, float currentHealthPoints, int buildCost, int buildTime, float armor, EntityActionStateEnum entityActionState, EntityBehaviourEnum entityBehaviour, float baseDamage, float movementSpeed, float viewDistance, float attackRange, float attackDelay, int foodValue, SoundHolder dieSoundHolder, SoundHolder fightSoundHolder, int experience) { this.owner = owner; this.objectName = objectName; this.entityState = entityState; this.maxLevel = maxLevel; this.currentLevel = currentLevel; this.maxHealthpoints = maxHealthpoints; this.currentHealthPoints = currentHealthPoints; this.buildCost = buildCost; this.buildTime = buildTime; this.armor = armor; this.entityActionState = entityActionState; this.entityBehaviour = entityBehaviour; this.baseDamage = baseDamage; this.movementSpeed = movementSpeed; this.viewDistance = viewDistance; this.attackRange = attackRange; this.attackDelay = attackDelay; this.foodValue = foodValue; this.dieSoundHolder = dieSoundHolder; this.fightSoundHolder = fightSoundHolder; this.experience = experience; }
public static IEntityFactory RegisterBehaviour(this IEntityFactory factory, EntityTypeEnum type, EntityBehaviourEnum behaviour, IEntityBehaviour instance) { return(factory.RegisterBehaviour((short)type, (short)behaviour, instance)); }