// ToDo. 지금은 스테이지에서 재료 아이템만 주고 있음. 추후 대체 불가능 아이템도 줄 경우 수정 대상. public CollectionMap GetRewards(List <ItemBase> items) { var map = new CollectionMap(); foreach (var item in items) { map.Add(Inventory.AddItem(item)); } return(map); }
protected Player(Player value) : base(value) { Exp = (ExpData)value.Exp.Clone(); Inventory = value.Inventory; worldInformation = value.worldInformation; weapon = value.weapon; armor = value.armor; belt = value.belt; necklace = value.necklace; ring = value.ring; monsterMap = value.monsterMap; eventMap = value.eventMap; hairIndex = value.hairIndex; lensIndex = value.lensIndex; earIndex = value.earIndex; tailIndex = value.tailIndex; characterLevelSheet = value.characterLevelSheet; _costumes = value._costumes; _equipments = value._equipments; }
public Player(int level, TableSheets tableSheets) : base( null, tableSheets, GameConfig.DefaultAvatarCharacterId, level) { Exp.Current = 0; Inventory = new Inventory(); worldInformation = null; weapon = null; armor = null; belt = null; necklace = null; ring = null; monsterMap = new CollectionMap(); eventMap = new CollectionMap(); hairIndex = 0; lensIndex = 0; earIndex = 0; tailIndex = 0; PostConstruction(tableSheets); }
public Player(AvatarState avatarState, TableSheets tableSheets) : base( null, tableSheets, avatarState.characterId, avatarState.level) { // FIXME 중복 코드 제거할 것 Exp.Current = avatarState.exp; Inventory = avatarState.inventory; worldInformation = avatarState.worldInformation; weapon = null; armor = null; belt = null; necklace = null; ring = null; monsterMap = new CollectionMap(); eventMap = new CollectionMap(); hairIndex = avatarState.hair; lensIndex = avatarState.lens; earIndex = avatarState.ear; tailIndex = avatarState.tail; PostConstruction(tableSheets); }