public ScenarioState(EntityData _player, List <EntityData> _enemies, List <ItemData> _items, CardData _scenarioReward, Stack <Turn> _turns, Inventory _inventory, List <Vector2Int> _stagnatedPosition, List <Vector2Int> _threatenedPositions, StagnationStates _stagnationState, Direction _stagnationDirection, bool _isBossScenario) { player = _player; enemies = _enemies; turnStack = _turns; items = _items; inventory = _inventory; scenarioReward = _scenarioReward; stagnatedPositions = _stagnatedPosition; threatenedStagnationPositions = _threatenedPositions; stagnationState = _stagnationState; stagnationDirection = _stagnationDirection; isBossScenario = _isBossScenario; }
public ScenarioState(List <EntityData> _enemies, List <ItemData> _items, CardData _scenarioReward, Direction _stagnationDirection, bool _isBossScenario) { player = GameStateManager.CurrentCampaign.player; enemies = _enemies; items = _items; turnStack = new Stack <Turn>(); inventory = GameStateManager.CurrentCampaign.inventory.Copy(); scenarioReward = _scenarioReward; stagnationDirection = _stagnationDirection; stagnatedPositions = new List <Vector2Int>(); threatenedStagnationPositions = new List <Vector2Int>(); stagnationState = StagnationStates.Threatening; isBossScenario = _isBossScenario; }