public void FillDataFrom(GameAttributes gameattributes) { this._currentAttributeMap.Clear(); this._changedAttributesQueue.Clear(); foreach (var keyval in gameattributes.GetCurrentAttributeMap()) { this._currentAttributeMap.Add(keyval.Key, keyval.Value); this._changedAttributesQueue.Enqueue(keyval.Key); } }
protected Actor(int snoId) : base(Game.NewActorID) { Spawned = false; Attributes = new GameAttributes(this); //Attributes[GameAttribute.Account_Under_Review]; this.SNOId = snoId; this.InitialLookAt = new Vector3(0, 0, 0); this.TranslateSpeed = 0.1f; //default this.IsMoving = false; }
public InventoryItem(Int32 _sNOId) : base(Game.NewActorID) { this.SNOId = _sNOId; this.FileData = Actor.SNOToFile[_sNOId]; this.Data = new ItemData(); this.Data = ItemData.XMLDeserialize(this.FileData + ".xml"); this.InventorySize = this.Data.InventorySize; this.InventorySlot = new InventorySlot(); //hmmm nose si ponerle -1 -1 o que... this.Owner = null; this.Attributes = new GameAttributes(this); //this.Name = this.Data.Name; this.Attributes[GameAttributeStaticList.Level] = RandomHelper.Next(5, 20); this.Attributes[GameAttributeStaticList.Defense] = RandomHelper.Next(5, 150); this.Attributes[GameAttributeStaticList.Damage_Weapon_Min] = 25; this.Attributes[GameAttributeStaticList.Damage_Weapon_Max] = 30; this.Attributes[GameAttributeStaticList.Speed] = 25; this.Attributes[GameAttributeStaticList.Skill] = 2; this.Attributes[GameAttributeStaticList.Durability_Cur] = 58; this.Attributes[GameAttributeStaticList.Durability_Max] = 60; //this.CurrentState = ItemState.Normal; }