public AmmoComponent(SerializationInfo info, StreamingContext context) { Amount = info.GetValue(nameof(Amount), Amount); Template = AmmoFactory.GetTemplate(info.GetValue(nameof(Template), Template.ID)); RepairSpeedPercent = info.GetValue(nameof(RepairSpeedPercent), RepairSpeedPercent); _damageModStat = info.GetValue(nameof(_damageModStat), _damageModStat); _damagePercent = info.GetValue(nameof(_damagePercent), _damagePercent); _damageModId = info.GetValue(nameof(_damageModId), _damageModId); _skill = info.GetValue(nameof(_skill), _skill); }
public AmmoComponent(AmmoConfig config, string skill, float repairSpeed, BaseStat damageModStat, float damagePercent = 0f) { Config = config; RepairSpeedPercent = repairSpeed; Skill = skill; DamagePercent = damagePercent; if (damageModStat == null) { return; } DamageModStat = new CachedStat <BaseStat>(damageModStat); }
public AmmoComponent(AmmoTemplate template, string skill, float repairSpeed, BaseStat damageModStat, float damagePercent = 0f) { Template = template; RepairSpeedPercent = repairSpeed; _skill = skill; _damageModStat = new CachedStat <BaseStat>(damageModStat); _damagePercent = damagePercent; if (_damageModStat != null) { Amount.OnResourceChanged += CheckMod; } }
public DerivedStatModHolder(BaseStat source, float percent) { _sourceStat = new CachedStat <BaseStat>(source); _percent = percent; }
public VitalStatCost(SerializationInfo info, StreamingContext context) { _amount = info.GetValue(nameof(_amount), _amount); _stat = info.GetValue(nameof(_stat), _stat); }
public VitalStatCost(VitalStat stat, float amount) { _amount = amount; _stat = new CachedStat <VitalStat>(stat); }
public StatEntry(string damageType, string id, BaseStat stat) { Stat = new CachedStat <BaseStat>(stat); DamageType = damageType; ID = id; }