/// <summary> /// Constructor. /// </summary> /// <param name="I">The itme to display.</param> /// <param name="Position">The position of the item.</param> /// <param name="BoundingBox">The bounding box for the item.</param> /// <param name="Scale"></param> /// <param name="DrawStackNumber"></param> /// <param name="DrawColor"></param> public ItemDisplayButton(Item I, StardustCore.Animations.AnimatedSprite Background, Vector2 Position, Rectangle BoundingBox, float Scale, bool DrawStackNumber, Color DrawColor) { this.item = I; this.defaultBounds = BoundingBox; this.Position = Position; this.scale = Scale; this.drawStackNumber = DrawStackNumber; this.drawColor = DrawColor; this.background = Background; }
/// <summary> /// Constructor. /// </summary> /// <param name="Sprite"></param> /// <param name="Duration">The number of milliseconds the effect lasts.</param> /// <param name="Frequency">How many milliseconds pass between the effect triggering.</param> /// <param name="ChanceToAfflict">The chance this effect has to trigger. Value between 0-1.0</param> /// <param name="CanStack">Can this status effect stack?</param> public StatusEffect(StardustCore.Animations.AnimatedSprite Sprite, double Duration, double Frequency, double ChanceToAfflict, bool CanStack, bool ResetsSameTimers) { this.sprite = Sprite; this.duration = Duration; this.timeRemaining = Duration; this.canStack = CanStack; this.chanceToAfflict = ChanceToAfflict; this.frequency = Frequency; this.timeRemainingUntilNextTrigger = 0; this.canReset = ResetsSameTimers; }