private void Mobs_Attach(Mobs entity) { this.SendPropertyChanging(); entity.MobTypes = this; }
private void Mobs_Detach(Mobs entity) { this.SendPropertyChanging(); entity.MobTypes = null; }
public static Mob CreateMob(Mobs dbMob, MobTypeSet mobTypes) { Mob mob = new Mob(); mob.m_room_key = new RoomKey(dbMob.GameID, dbMob.RoomX, dbMob.RoomY, dbMob.RoomZ); mob.m_mob_id = dbMob.MobID; mob.m_mob_type= mobTypes.GetMobTypeById(dbMob.MobTypeID); mob.m_position = new Point3d((float)dbMob.X, (float)dbMob.Y, (float)dbMob.Z); mob.m_angle = (float)dbMob.Angle; mob.m_health = dbMob.Health; mob.m_energy = dbMob.Energy; mob.m_ai_data = ParseJsonAIData(dbMob.AiData); if (mob.m_ai_data == null) { mob.m_ai_data = new MobAIState(); //Utilities.LogWarning(string.Format("Mob:CreateMob(id={0}) - Unable to parse AI State. Creating new state.", dbMob.MobID)); } return mob; }