public Character( SerializableCharacter serializableCharacter, ITalentsManager manager, IRacesManager racesManager = null, IClassManager classManager = null ) : this(serializableCharacter.Name, manager) { if (racesManager == null) racesManager = RacesManager.Instance; if (classManager == null) classManager = ClassManager.Instance; if (serializableCharacter.Talents != null) { foreach (var item in serializableCharacter.Talents) { try { Talent talent = GetTalent(item.id); if (item.bonus) { talent.Increment(item.level - 1); } else { talent.Increment(item.level); } talent.HaveBonus = item.bonus; talent.SpeLevel = item.speLevel; } catch { continue; } } } _aspectBonus = serializableCharacter.AspectBonus; _aspectMalus = serializableCharacter.AspectMalus; _race = racesManager.GetRace(serializableCharacter.Race); if (serializableCharacter.Classe != null && !serializableCharacter.Classe.Equals("")) classeChar = classManager.getFormName(serializableCharacter.Classe); else classeChar = null; ExperienceAvailable = serializableCharacter.Experience; Inventaire = serializableCharacter.Inventaire; if (_race != null) _bonusAspect = _race.AspectBonus; penPoid = serializableCharacter.penPoid; inventory = serializableCharacter.Inventory ?? new Inventory(); RecomputePA(); }
public void SetBonus(Dictionary<Aspect, int> bonAspect, IEnumerable<Talent> talbonus, Race r) { foreach (var talent in talbonus) { _talents[talent.Id].HaveBonus = true; } _race = r; _bonusAspect = bonAspect; OnPAchanged(); OnExperienceChanged(); }