public Character(string sprite) : base(sprite) { //TODO: Be a bit more creative than this Speed = 130; CharacterStats = new CharacterStatCollection(this); // Allocate just enough room for equipment var numberOfEquipmentSlots = Enum.GetNames(typeof(EquipmentSlot)).Length; Equipment = new Equipment[numberOfEquipmentSlots]; CharacterStats[StatTypes.Hitpoints].CurrentValueChanged += OnHitpointsChanged; Skills = new List<Skill>(); ActiveStatusEffects = new StatusEffectCollection(); }
protected override void OnInitialize() { base.OnInitialize(); AttributesComponent = this.GetDependency<AttributesComponent>(); _StatusEffects = new StatusEffectCollection(); }
protected override void OnInitialize() { base.OnInitialize(); AttributesComponent = this.GetDependency <AttributesComponent>(); _StatusEffects = new StatusEffectCollection(); }