public Equipment(EquipmentData _data, Ship _host) { p = new EquipmentData(_data); host = _host; activate = false; coroutineStarted = false; }
public EquipmentData(EquipmentData val) { passive = val.passive; shieldpoints = val.shieldpoints; armorpoints = val.armorpoints; hullpoints = val.hullpoints; reload = val.reload; capasitor_use = val.capasitor_use; }
public ShipData(ShipData value, Ship ship) : base(value) { ShipLink = ship; SpeedMax = value.SpeedMax; RotationSpeed = value.RotationSpeed; AccelerationMax = value.AccelerationMax; SpeedNew = value.SpeedNew; Hull_full = value.Hull_full; Armor_full = value.Armor_full; Shield_full = value.Shield_full; Capasitor_full = value.Capasitor_full; Hull = value.Hull; Armor = value.Armor; Shield = value.Shield; Capasitor = value.Capasitor; Hull_restore = value.Hull_restore; Armor_restore = value.Armor_restore; Shield_restore = value.Shield_restore; Capasitor_restore = value.Capasitor_restore; AgrDistance = value.AgrDistance; VisionDistance = value.VisionDistance; Destroyed = value.Destroyed; Hidden = value.Hidden; Mob = value.Mob; WarpDriveStartTime = value.WarpDriveStartTime; WarpSpeed = value.WarpSpeed; Weapons = new WeaponData[value.Weapons.Length]; for (int i = 0; i < value.Weapons.Length; i++) { Weapons[i] = new WeaponData(value.Weapons[i]); } Equipments = new EquipmentData[value.Equipments.Length]; for (int i = 0; i < value.Equipments.Length; i++) { Equipments[i] = new EquipmentData(value.Equipments[i]); } }