private float _GetLife(Effect[] effects) { return (from e in effects where e.Type == EFFECT_TYPE.LIFE select e.Value).Sum(); }
public Item() { Effects = new Effect[0]; }
private float _GetLife(Effect[] effects) { return (from e in effects where e.Type == EFFECT_TYPE.LIFE select e.Value).Sum(); }
public Item() { Effects = new Effect[0]; }