void OnModelSet() { ActorModel model = this.Model; m_Doll = new Doll(model.DollBody); m_Sheet = new ActorSheet(model.StartingSheet); // starting points maxed. m_ActionPoints = m_Doll.Body.Speed; m_HitPoints = m_previousHitPoints = m_Sheet.BaseHitPoints; m_StaminaPoints = m_previousStamina = m_Sheet.BaseStaminaPoints; m_FoodPoints = m_previousFoodPoints = m_Sheet.BaseFoodPoints; m_SleepPoints = m_previousSleepPoints = m_Sheet.BaseSleepPoints; m_Sanity = m_previousSanity = m_Sheet.BaseSanity; // create inventory. if (model.Abilities.HasInventory) { m_Inventory = new Inventory(model.StartingSheet.BaseInventoryCapacity); } // starting attacks. m_CurrentMeleeAttack = model.StartingSheet.UnarmedAttack; m_CurrentDefence = model.StartingSheet.BaseDefence; m_CurrentRangedAttack = Attack.BLANK; }
public ActorSheet(int baseHitPoints, int baseStaminaPoints, int baseFoodPoints, int baseSleepPoints, int baseSanity, Attack unarmedAttack, Defence baseDefence, int baseViewRange, int baseAudioRange, int smellRating, int inventoryCapacity) { this.BaseHitPoints = baseHitPoints; this.BaseStaminaPoints = baseStaminaPoints; this.BaseFoodPoints = baseFoodPoints; this.BaseSleepPoints = baseSleepPoints; this.BaseSanity = baseSanity; this.UnarmedAttack = unarmedAttack; this.BaseDefence = baseDefence; this.BaseViewRange = baseViewRange; this.BaseAudioRange = baseAudioRange; this.BaseSmellRating = smellRating / 100.0f; this.BaseInventoryCapacity = inventoryCapacity; }