public override void ReadXml(XmlReader reader) { int num = reader.ReadVersionAttribute(); this.EmpireTarget = reader.GetAttribute <int>("EmpireTarget"); this.Priority = reader.GetAttribute <float>("MilitaryStress"); this.ExecutionState = (RequestUnitListMessage.RequestUnitListState)reader.GetAttribute <int>("ExecutionState"); this.ForceSourceRegion = -1; this.MinimumNeededArmyFulfillement = 1f; this.CurrentFulfillement = 1f; this.MissingMilitaryPower = 0f; if (num >= 2) { this.ForceSourceRegion = reader.GetAttribute <int>("ForceSourceRegion"); this.MinimumNeededArmyFulfillement = reader.GetAttribute <float>("MinimumNeededArmyFulfillement"); this.CurrentFulfillement = reader.GetAttribute <float>("CurrentFulfillement"); this.MissingMilitaryPower = reader.GetAttribute <float>("MissingMilitaryPower"); this.OnlyMercenaries = reader.GetAttribute <bool>("OnlyMercenaries", false); if (num >= 5) { this.CommanderCategory = reader.GetAttribute <AICommanderMissionDefinition.AICommanderCategory>("CommanderCategoryEnum"); } } base.ReadXml(reader); if (reader.IsStartElement("ArmyPattern")) { ArmyPattern armyPattern = new ArmyPattern(); reader.ReadElementSerializable <ArmyPattern>(ref armyPattern); this.ArmyPattern = armyPattern; } if (reader.IsStartElement("FinalPosition")) { this.FinalPosition = reader.ReadElementSerializable <WorldPosition>("FinalPosition"); } }
public RequestUnitListMessage(int empireTarget, ArmyPattern pattern, float priority, AICommanderMissionDefinition.AICommanderCategory commanderCategory) : base(BlackboardLayerID.Empire) { this.Reset(); this.CommanderCategory = commanderCategory; this.EmpireTarget = empireTarget; this.ArmyPattern = pattern; this.Priority = priority; }