/// <summary> /// Constructeur de la technologie /// </summary> /// <param name="name"> nom de la technologie </param> /// <param name="cost"> cout de la technologie </param> /// <param name="description"> description de l'effet du développement de la technologie </param> public Technology(String name, Cost cost, string description/*, List<PlayableEntity> affectedEntities*/) { this._name = name; this._cost = cost; this._description = description; //this._affectedEntities = affectedEntities; }
public PlayableEntity( String name, Specy specy, //int sighRange, Cost cost, //float collisionRadius, UInt32 hitPoints, int size, float supply //,int targetPriority, //Armor armor //,List<Armament> armaments ) : base(name, hitPoints) { this._specy = specy; //this._sighRange = sighRange; this._cost = cost; this._size = size; this._supply = supply; //this._collisionRadius = collisionRadius; //this._targetPriority = targetPriority; //this._armor = armor; //this._armaments = armaments; }
public Zerg(UInt16 creep_mult, String name, Specy specy, //int sighRange, Cost cost, //float collisionRadius, UInt32 hitPoints, //int targetPriority, //Armor armor, //List<Armament> armaments, float supply, UInt16 pick_size, float speed, float hp_regen) : base(name,specy,cost,hitPoints, //armor, supply ,pick_size,speed,hp_regen) { this._creep_mult = creep_mult; }
//private List<ResearchBehavior> _AvaillableResearch; /// <summary> /// constructeur de Building /// </summary> /// <param name="name"> nom</param> /// <param name="specy"> race </param> /// <param name="cost"> prix </param> /// <param name="hitPoints"> point de vie</param> /// <param name="armor"> armure </param> /// <param name="Broodlingproduced"> nombre de broodling crée lor de la destructions</param> public Building( String name, Specy specy, // int sighRange, Cost cost, // float collisionRadius, UInt32 hitPoints, //int targetPriority, //Armor armor, //List<Armament> armaments, //List<ResearchBehavior> pastResearch, //List<Entity> unlockedEntities, int Broodlingproduced, int size ) : base(name, specy, cost, hitPoints, size,0 //, armor) { //this._pastResearch = pastResearch; //this._unlockedEntities = unlockedEntities; this._broodlingproduced = Broodlingproduced; }