protected BulletTrigger(BulletTriggerSerializable serializable, Database.Loader loader) { Condition = serializable.Condition; EffectType = serializable.EffectType; OnDataDeserialized(serializable, loader); }
public BulletTrigger(BulletTriggerSerializable serializable, Database database) { Condition = serializable.Condition; EffectType = serializable.EffectType; _content = CreateContent(serializable.EffectType); _content.Load(serializable, database); OnDataDeserialized(serializable, database); }
public void Save(ref BulletTriggerSerializable serializable) { serializable.VisualEffect = VisualEffect.Value; serializable.AudioClip = AudioClip; serializable.Color = Helpers.ColorToString(Color); serializable.ColorMode = ColorMode; serializable.Size = Size.Value; serializable.Lifetime = Lifetime.Value; OnDataSerialized(ref serializable); }
public void Load(BulletTriggerSerializable serializable, Database database) { VisualEffect = database.GetVisualEffectId(serializable.VisualEffect); AudioClip = serializable.AudioClip; Color = Helpers.ColorFromString(serializable.Color); ColorMode = serializable.ColorMode; Size = new NumericValue <float>(serializable.Size, 0f, 100f); Lifetime = new NumericValue <float>(serializable.Lifetime, 0f, 1000f); OnDataDeserialized(serializable, database); }
public BulletTrigger_PlaySfx(BulletTriggerSerializable serializable, Database.Loader loader) : base(serializable, loader) { VisualEffect = loader.GetVisualEffect(new ItemId <VisualEffect>(serializable.VisualEffect)); AudioClip = new AudioClipId(serializable.AudioClip); Color = new ColorData(serializable.Color); ColorMode = serializable.ColorMode; Size = UnityEngine.Mathf.Clamp(serializable.Size, 0f, 100f); Lifetime = UnityEngine.Mathf.Clamp(serializable.Lifetime, 0f, 1000f); OnDataDeserialized(serializable, loader); }
public void Save(ref BulletTriggerSerializable serializable) { serializable.AudioClip = AudioClip; serializable.Ammunition = Ammunition.Value; serializable.Color = Helpers.ColorToString(Color); serializable.ColorMode = ColorMode; serializable.Quantity = Quantity.Value; serializable.Size = Size.Value; serializable.Cooldown = Cooldown.Value; serializable.RandomFactor = RandomFactor.Value; serializable.PowerMultiplier = PowerMultiplier.Value; serializable.MaxNestingLevel = MaxNestingLevel.Value; OnDataSerialized(ref serializable); }
public void Load(BulletTriggerSerializable serializable, Database database) { AudioClip = serializable.AudioClip; Ammunition = database.GetAmmunitionId(serializable.Ammunition); Color = Helpers.ColorFromString(serializable.Color); ColorMode = serializable.ColorMode; Quantity = new NumericValue <int>(serializable.Quantity, 0, 1000); Size = new NumericValue <float>(serializable.Size, 0f, 100f); Cooldown = new NumericValue <float>(serializable.Cooldown, 0f, 1000f); RandomFactor = new NumericValue <float>(serializable.RandomFactor, 0f, 1f); PowerMultiplier = new NumericValue <float>(serializable.PowerMultiplier, 0f, 1000f); MaxNestingLevel = new NumericValue <int>(serializable.MaxNestingLevel, 0, 100); OnDataDeserialized(serializable, database); }
public BulletTrigger_SpawnBullet(BulletTriggerSerializable serializable, Database.Loader loader) : base(serializable, loader) { AudioClip = new AudioClipId(serializable.AudioClip); Ammunition = loader.GetAmmunition(new ItemId <Ammunition>(serializable.Ammunition)); Color = new ColorData(serializable.Color); ColorMode = serializable.ColorMode; Quantity = UnityEngine.Mathf.Clamp(serializable.Quantity, 0, 1000); Size = UnityEngine.Mathf.Clamp(serializable.Size, 0f, 100f); Cooldown = UnityEngine.Mathf.Clamp(serializable.Cooldown, 0f, 1000f); RandomFactor = UnityEngine.Mathf.Clamp(serializable.RandomFactor, 0f, 1f); PowerMultiplier = UnityEngine.Mathf.Clamp(serializable.PowerMultiplier, 0f, 1000f); MaxNestingLevel = UnityEngine.Mathf.Clamp(serializable.MaxNestingLevel, 0, 100); OnDataDeserialized(serializable, loader); }
private BulletTriggerData(BulletTriggerSerializable serializable, Database database) { Condition = serializable.Condition; EffectType = serializable.EffectType; VisualEffect = database.GetVisualEffectId(serializable.VisualEffect); AudioClip = new AudioClipId(serializable.AudioClip); Ammunition = database.GetAmmunitionId(serializable.Ammunition); Color = Utils.ColorUtils.ColorFromString(serializable.Color); ColorMode = serializable.ColorMode; Quantity = new NumericValue <int>(serializable.Quantity, 0, 1000); Size = new NumericValue <float>(serializable.Size, 0.01f, 100f); Lifetime = new NumericValue <float>(serializable.Lifetime, 0f, 1000f); Cooldown = new NumericValue <float>(serializable.Cooldown, 0f, 1000f); RandomFactor = new NumericValue <float>(serializable.RandomFactor, 0f, 1f); PowerMultiplier = new NumericValue <float>(serializable.PowerMultiplier, 0f, 1000f); }
public BulletTriggerSerializable Serialize() { var serializable = new BulletTriggerSerializable(); serializable.Condition = Condition; serializable.EffectType = EffectType; serializable.VisualEffect = VisualEffect.Id; serializable.AudioClip = AudioClip.ToString(); serializable.Ammunition = Ammunition.Id; serializable.Color = Utils.ColorUtils.ColorToString(Color); serializable.ColorMode = ColorMode; serializable.Quantity = Quantity.Value; serializable.Size = Size.Value; serializable.Lifetime = Lifetime.Value; serializable.Cooldown = Cooldown.Value; serializable.RandomFactor = RandomFactor.Value; serializable.PowerMultiplier = PowerMultiplier.Value; return(serializable); }
public static BulletTrigger Create(BulletTriggerSerializable serializable, Database.Loader loader) { switch (serializable.EffectType) { case BulletEffectType.None: return(new BulletTrigger_None(serializable, loader)); case BulletEffectType.PlaySfx: return(new BulletTrigger_PlaySfx(serializable, loader)); case BulletEffectType.SpawnBullet: return(new BulletTrigger_SpawnBullet(serializable, loader)); case BulletEffectType.Detonate: return(new BulletTrigger_Detonate(serializable, loader)); default: throw new DatabaseException("BulletTrigger: Invalid content type - " + serializable.EffectType); } }
public BulletTriggerSerializable Serialize() { var serializable = new BulletTriggerSerializable(); serializable.VisualEffect = 0; serializable.AudioClip = string.Empty; serializable.Ammunition = 0; serializable.Color = string.Empty; serializable.ColorMode = 0; serializable.Quantity = 0; serializable.Size = 0f; serializable.Lifetime = 0f; serializable.Cooldown = 0f; serializable.RandomFactor = 0f; serializable.PowerMultiplier = 0f; serializable.MaxNestingLevel = 0; _content.Save(ref serializable); serializable.Condition = Condition; serializable.EffectType = EffectType; OnDataSerialized(ref serializable); return(serializable); }
public static BulletTriggerData Deserialize(BulletTriggerSerializable serializable, Database database) { return(new BulletTriggerData(serializable, database)); }
public BulletTrigger_None(BulletTriggerSerializable serializable, Database.Loader loader) : base(serializable, loader) { OnDataDeserialized(serializable, loader); }
partial void OnDataSerialized(ref BulletTriggerSerializable serializable);
partial void OnDataDeserialized(BulletTriggerSerializable serializable, Database database);
partial void OnDataDeserialized(BulletTriggerSerializable serializable, Database.Loader loader);
public void Load(BulletTriggerSerializable serializable, Database database) { }
public void Save(ref BulletTriggerSerializable serializable) { }