Example #1
0
 public WorldObjectData(
     WorldObjectData baseData
     )
 {
     this.type                         = baseData.type;
     this.objectId                     = baseData.objectId;
     this.objectName                   = baseData.objectName;
     this.hitPoints                    = baseData.hitPoints;
     this.isBusy                       = baseData.isBusy;
     this.activeStatuse                = baseData.activeStatuse;
     this.currentlySelected            = baseData.currentlySelected;
     this.movingIntoPosition           = baseData.movingIntoPosition;
     this.aiming                       = baseData.aiming;
     this.aimRotation                  = baseData.aimRotation;
     this.attackDelayFrameCounter      = baseData.attackDelayFrameCounter;
     this.currentWeaponChargeTime      = baseData.currentWeaponChargeTime;
     this.currentWeaponMultiChargeTime = baseData.currentWeaponMultiChargeTime;
     this.currentAttackDelayTime       = baseData.currentAttackDelayTime;
     this.isInvincible                 = baseData.isInvincible;
     this.stateController              = baseData.stateController;
     this.underAttackFrameCounter      = baseData.underAttackFrameCounter;
     this.fogOfWarAgent                = baseData.fogOfWarAgent;
     this.position                     = baseData.position;
     this.rotation                     = baseData.rotation;
 }
Example #2
0
 public BuildingStateControllerData(
     StateControllerData baseStateController,
     float spawnTimer,
     int controlledBuildingId
     ) : base(baseStateController)
 {
     this.spawnTimer           = spawnTimer;
     this.controlledBuildingId = controlledBuildingId;
 }
 public StateControllerData(
     StateControllerData baseData
     )
 {
     this.currentState       = baseData.currentState;
     this.defaultState       = baseData.defaultState;
     this.chaseTargetId      = baseData.chaseTargetId;
     this.controlledObjectId = baseData.controlledObjectId;
     this.attacking          = baseData.attacking;
     this.aiActive           = baseData.aiActive;
 }
Example #4
0
 public WorldObjectData(
     string type,
     int objectId,
     string objectName,
     int hitPoints,
     bool isBusy,
     List <StatusData> activeStatuse,
     bool currentlySelected,
     bool movingIntoPosition,
     bool aiming,
     Quaternion aimRotation,
     int attackDelayFrameCounter,
     float currentWeaponChargeTime,
     float currentWeaponMultiChargeTime,
     float currentAttackDelayTime,
     bool isInvincible,
     StateControllerData stateController,
     int underAttackFrameCounter,
     FogOfWarAgentData fogOfWarAgent,
     Vector3 position,
     Quaternion rotation
     )
 {
     this.type                         = type;
     this.objectId                     = objectId;
     this.objectName                   = objectName;
     this.hitPoints                    = hitPoints;
     this.isBusy                       = isBusy;
     this.activeStatuse                = activeStatuse;
     this.currentlySelected            = currentlySelected;
     this.movingIntoPosition           = movingIntoPosition;
     this.aiming                       = aiming;
     this.aimRotation                  = aimRotation;
     this.attackDelayFrameCounter      = attackDelayFrameCounter;
     this.currentWeaponChargeTime      = currentWeaponChargeTime;
     this.currentWeaponMultiChargeTime = currentWeaponMultiChargeTime;
     this.currentAttackDelayTime       = currentAttackDelayTime;
     this.isInvincible                 = isInvincible;
     this.stateController              = stateController;
     this.underAttackFrameCounter      = underAttackFrameCounter;
     this.fogOfWarAgent                = fogOfWarAgent;
     this.position                     = position;
     this.rotation                     = rotation;
 }
Example #5
0
 public UnitStateControllerData(
     StateControllerData baseStateController,
     List <Transform> wayPointList,
     int nextWayPoint,
     int allyAbilityTargetId,
     int enemyAbilityTargetId,
     int controlledUnitId,
     Vector3 aoeAbilityTarget,
     AbilityData abilityToUse
     ) : base(baseStateController)
 {
     this.wayPointList         = wayPointList;
     this.nextWayPoint         = nextWayPoint;
     this.allyAbilityTargetId  = allyAbilityTargetId;
     this.enemyAbilityTargetId = enemyAbilityTargetId;
     this.controlledUnitId     = controlledUnitId;
     this.aoeAbilityTarget     = aoeAbilityTarget;
     this.abilityToUse         = abilityToUse;
 }