/// <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;
 }
예제 #2
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 /// <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;
 }