baseline: OpenMU upstream b5a0961 (fresh source)
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src/GameLogic/IItemPowerUpFactory.cs
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33
src/GameLogic/IItemPowerUpFactory.cs
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// <copyright file="IItemPowerUpFactory.cs" company="MUnique">
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// Licensed under the MIT License. See LICENSE file in the project root for full license information.
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// </copyright>
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namespace MUnique.OpenMU.GameLogic;
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using MUnique.OpenMU.AttributeSystem;
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using MUnique.OpenMU.DataModel.Configuration.Items;
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using MUnique.OpenMU.GameLogic.Attributes;
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/// <summary>
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/// A Factory for power ups which are provided by equipped items.
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/// Each power up has to be created individually for a specific player, because some depend on the attributes of the player.
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/// </summary>
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public interface IItemPowerUpFactory
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{
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/// <summary>
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/// Gets the power ups of an individual item.
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/// </summary>
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/// <param name="item">The item.</param>
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/// <param name="attributeSystem">The attribute system of the player who equipped the item.</param>
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/// <returns>The created power ups.</returns>
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IEnumerable<PowerUpWrapper> GetPowerUps(Item item, AttributeSystem attributeSystem);
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/// <summary>
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/// Gets the set power ups, which are created for existing <see cref="ItemSetGroup"/>s in the equipped items.
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/// </summary>
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/// <param name="equippedItems">The equipped items.</param>
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/// <param name="attributeSystem">The attribute system of the player who equipped the items.</param>
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/// <param name="gameConfiguration">The game configuration.</param>
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/// <returns>The created set power ups.</returns>
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IEnumerable<PowerUpWrapper> GetSetPowerUps(IEnumerable<Item> equippedItems, AttributeSystem attributeSystem, GameConfiguration gameConfiguration);
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}
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