//public int ExcessResidents { get { return Residents - residentsMax; } } public override void Load(ObjSave o) { base.Load(o); HouseSave h = (HouseSave)o; Hygiene = h.Hygiene; Savings = h.Savings; Corpses = h.Corpses; DiseasedResidents = h.DiseasedResidents; //thirst Thirst = h.Thirst; WaterQualCurrent = h.WaterQualCurrent; //hunger Hunger = h.Hunger; FoodQualCurrent = h.FoodQualCurrent; Goods = h.Goods; VenueAccess = h.VenueAccess.GetDictionary(); Culture = h.Culture; Residents = h.Residents; }
public override void Load(ObjSave o) { base.Load(o); JobcentreSave j = (JobcentreSave)o; Prospects = j.Prospects; }
public override void Load(ObjSave o) { base.Load(o); WalkerSave w = (WalkerSave)o; //retrieve origin and destination structures if (w.origin != null) { Origin = GameObject.Find(world.Map.GetBuildingNameAt(w.origin)).GetComponent <Structure>(); } if (w.destination != null) { Destination = GameObject.Find(world.Map.GetBuildingNameAt(w.destination)).GetComponent <Structure>(); } Stuck = w.stuck; ReturningHome = w.returningHome; Prevx = w.prevx; Prevy = w.prevy; LaborPoints = w.laborPoints; MovementDistance = w.movementDistance; Path = w.path; VisitedSpots = w.visitedSpots; Direction = w.direction.GetVector3(); Order = w.order; }
public override void Load(ObjSave o) { base.Load(o); FactorySave f = (FactorySave)o; IngredientAmount = f.ingredientAmount; }
public override void Load(ObjSave o) { base.Load(o); StableSave s = (StableSave)o; Spawned = s.spawned; }
public override void Load(ObjSave o) { base.Load(o); CanalSave c = (CanalSave)o; WaterAccess = c.WaterAccess; }
public override void Load(ObjSave o) { base.Load(o); WTPSave w = (WTPSave)o; WaterFill = w.WaterFill; }
public override void Load(ObjSave o) { base.Load(o); VenderSave v = (VenderSave)o; FoodDemand = v.FoodDemand; }
public override void Load(ObjSave o) { base.Load(o); FarmhouseSave f = (FarmhouseSave)o; CurrentlyStoring = f.CurrentlyStoring; Yield = f.Yield; }
public override void Load(ObjSave o) { base.Load(o); MarketSave m = (MarketSave)o; Food = m.Food; Goods = m.Goods; }
public override void Load(ObjSave o) { base.Load(o); GeneratorSave g = (GeneratorSave)o; TimeToProduce = g.timeToProduce; SetProduct(); Producing = g.producing; }
public override void Load(ObjSave o) { base.Load(o); BaseDaysToGrow = ResourcesDatabase.GetBaseDays(cropType); CropSave c = (CropSave)o; GrowTimer = c.GrowTimer; JoinProductivityList(cropType); }
public override void Load(ObjSave o) { base.Load(o); StorageBuildingSave s = (StorageBuildingSave)o; Inventory = s.inventory; Queue = s.queue; WillAccept = s.willAccept; WillGet = s.willGet; }
public override void Load(ObjSave o) { base.Load(o); AnimalSave a = (AnimalSave)o; WalkTime = a.walkTime; walkTimeMax = a.walkTimeMax; restTimeMax = a.restTime; restTimeMax = a.restTimeMax; yield = a.yield; }
public virtual void Load(ObjSave o) { transform.position = o.position.GetVector3(); transform.eulerAngles = o.rotation.GetVector3(); LoadControllers(); X = (int)o.location.X; Y = (int)o.location.Y; tag = o.tag; name = o.name; rightclick = o.rightclick; }
public GameObject LoadMapObject(ObjSave save) { //load object GameObject go = Instantiate(Resources.Load <GameObject>(save.resourcePath)); //activate object Obj o = go.GetComponent <Obj>(); o.world = this; o.Load(save); return(go); }
public override void Load(ObjSave o) { base.Load(o); //LOAD MACHINERY BEFORE INGREDIENTS LoadMachinery(); LoadIngredients(); GeneratorSave g = (GeneratorSave)o; Producing = g.Producing; ByproductsMade = g.ByproductsMade; Deterioration = g.Deterioration; IngredientsStored = g.IngredientAmount; JoinProductivityLists(); }
public override void Load(ObjSave o) { base.Load(o); WalkerSave w = (WalkerSave)o; //retrieve origin and destination structures if (w.origin != null) { Origin = GameObject.Find(world.Map.GetBuildingNameAt(w.origin)).GetComponent <Structure>(); } if (w.destination != null) { Destination = GameObject.Find(world.Map.GetBuildingNameAt(w.destination)).GetComponent <Structure>(); } Stuck = w.stuck; SpawnedFollower = w.SpawnedFollower; GoingOnRamp = w.GoingOnRamp; Prevx = w.prevx; Prevy = w.prevy; LaborPoints = w.laborPoints; lifeTime = w.lifeTime; yield = w.yield; MovementDistance = w.movementDistance; Path = w.path; VisitedSpots = w.visitedSpots; Direction = w.direction; Order = w.order; data = w.data; PersonData = w.PersonData; Skin = PersonData != null?PersonData.skinColor.GetColor() : GetSkinColor(); if (meshRenderer != null) { meshRenderer.material.color = Skin; } LoadFollower(w.follower); world.EnterSquare(this, X, Y); }
public virtual void Load(ObjSave o) { transform.position = o.position.GetVector3(); transform.eulerAngles = o.rotation.GetVector3(); LoadControllers(); X = o.location.x; Y = o.location.y; tag = o.tag; name = o.name; //rightclick = o.rightclick; if (randomModel != null) { randomModel.LoadModel(o.model_num, o.model_rot); } }
public override void Load(ObjSave o) { base.Load(o); //load vars for workplaces WorkplaceSave w = (WorkplaceSave)o; Workers = w.workers; TimeToSpawnWalker = w.timeToSpawnWalker; Access = w.access; Yield = w.yield; ActiveStaff = w.activeStaff; ClosedByPlayer = w.closedByPlayer; ActiveSchedule = w.activeSchedule; //add workers back to laborcontroller ToggleLabor(ActiveStaff); }
public override void Load(ObjSave o) { base.Load(o); StructureSave s = (StructureSave)o; Sizex = s.sizex; Sizey = s.sizey; Days = s.days; Weeks = s.weeks; FireCount = s.fireCount; CollapseCount = s.collapseCount; BurnCount = s.burnCount; ActiveRandomWalker = s.activeRandomWalker; ActiveCarryerWalker = s.activeCarryerWalker; ActiveImmigrant = s.activeImmigrant; OnFire = s.OnFire; world.Map.RenameArea(name, X, Y, Sizex, Sizey); }
public override void Load(ObjSave o) { base.Load(o); HouseSave h = (HouseSave)o; Residents = h.Residents; HouseSize = h.HouseSize; Prosperity = h.Prosperity; Water = h.Water; WaterQual = h.WaterQual; Food = h.Food; Goods = h.Goods; VenueAccess = h.VenueAccess.GetDictionary(); Culture = h.Culture; Faith = h.Faith.GetDictionary(); }
public override void Load(ObjSave o) { base.Load(o); StructureSave s = (StructureSave)o; Sizex = s.sizex; Sizey = s.sizey; Days = s.days; Weeks = s.weeks; Months = s.months; FireRisk = s.FireRisk; CollapseRisk = s.CollapseRisk; AmountStored = s.AmountStored; ActiveRandomWalker = s.activeRandomWalker; ActiveSmartWalker = s.activeSmartWalker; world.Map.RenameArea(name, X, Y, Sizex, Sizey); collapseRiskMax = (int)(collapseRiskMax * Difficulty.GetModifier()); fireRiskMax = (int)(fireRiskMax * Difficulty.GetModifier()); }
public override void Load(ObjSave o) { base.Load(o); //load vars for workplaces WorkplaceSave w = (WorkplaceSave)o; TimeToSpawnWalker = w.timeToSpawnWalker; Access = w.access; WorkingDay = w.workingDay; ActiveBuilding = w.activeBuilding; ClosedByPlayer = w.closedByPlayer; ActiveSchedule = w.activeSchedule; //add workers back to laborcontroller ToggleLabor(ActiveBuilding); WorkerList = w.WorkerList; WorkerSave = w.WorkerSave; //labor.AddWorkplace(this); }