feat: add npc and players
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32
Client/Domain/Entities/NPC.cs
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32
Client/Domain/Entities/NPC.cs
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using Client.Domain.Enums;
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using Client.Domain.ValueObjects;
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using System;
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using System.Collections.Generic;
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using System.Linq;
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using System.Text;
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using System.Threading.Tasks;
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namespace Client.Domain.Entities
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{
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public class NPC : EntityInterface
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{
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public uint Id { get; set; }
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public Transform Transform { get; set; }
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public bool IsHostile { get; set; }
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public uint NpcId { get; set; }
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public SpoilStateEnum SpoilState { get; set; }
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public FullName FullName { get; set; }
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public VitalStats VitalStats { get; set; }
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public NPC(uint id, Transform transform, bool isHostile, uint npcId, SpoilStateEnum spoilState, FullName fullName, VitalStats vitalStats)
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{
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Id = id;
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Transform = transform;
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IsHostile = isHostile;
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NpcId = npcId;
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SpoilState = spoilState;
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FullName = fullName;
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VitalStats = vitalStats;
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}
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}
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}
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26
Client/Domain/Entities/Player.cs
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26
Client/Domain/Entities/Player.cs
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@ -0,0 +1,26 @@
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using Client.Domain.Enums;
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using Client.Domain.ValueObjects;
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using System;
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using System.Collections.Generic;
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using System.Linq;
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using System.Text;
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using System.Threading.Tasks;
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namespace Client.Domain.Entities
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{
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public class Player : EntityInterface
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{
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public uint Id { get; set; }
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public Transform Transform { get; set; }
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public FullName FullName { get; set; }
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public Phenotype Phenotype { get; set; }
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public Player(uint id, Transform transform, FullName fullName, Phenotype phenotype)
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{
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Id = id;
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Transform = transform;
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FullName = fullName;
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Phenotype = phenotype;
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}
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}
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}
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