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using System;
using Microsoft.Xna.Framework.Content;
using V3.Data;
using V3.Map;
using V3.Objects.Movement;
using V3.Objects.Sprite;
namespace V3.Objects
{
/// <summary>
/// A simple zombie controlled by the necromancer.
/// </summary>
public sealed class Zombie : AbstractCreature
{
public override string Name { get; protected set; } = "Zombie";
public override int Life { get; protected set; } = 150;
public override int MaxLife { get; protected set; } = 150;
public override int Speed { get; } = 5;
public override int Attack { get; protected set; } = 8;
public override int AttackRadius { get; protected set; } = 48;
public override int SightRadius { get; protected set; } = 150;
public override TimeSpan TotalRecovery { get; } = TimeSpan.FromSeconds(1);
public override TimeSpan Recovery { get; set; }
protected override ISpriteCreature[] Sprite { get; } = {new ZombieSprite()};
protected override IMovable MovementScheme { get; } = new PlayerMovement();
protected override CreatureType Type { get; } = CreatureType.Zombie;
public override Faction Faction { get; } = Faction.Undead;
public override ICreature IsAttacking { get; set; }
public override IBuilding IsAttackingBuilding { get; set; }
public Zombie(ContentManager contentManager,
Pathfinder pathfinder, IOptionsManager optionsManager, AchievementsAndStatistics achievementsAndStatistics)
: base(contentManager, pathfinder, optionsManager,achievementsAndStatistics)
{
}
public override void LoadData(CreatureData data)
{
base.LoadData(data);
if (IsUpgraded)
ChangeEquipment(EquipmentType.Body, new ZombieWithClubSprite());
}
}
}
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