public AmmunitionObsoleteStats(AmmunitionObsoleteSerializable serializable, Database.Loader loader) { AmmunitionClass = serializable.AmmunitionClass; DamageType = serializable.DamageType; Impulse = UnityEngine.Mathf.Clamp(serializable.Impulse, 0f, 10f); Recoil = UnityEngine.Mathf.Clamp(serializable.Recoil, 0f, 10f); Size = UnityEngine.Mathf.Clamp(serializable.Size, 0f, 1000f); InitialPosition = serializable.InitialPosition; AreaOfEffect = UnityEngine.Mathf.Clamp(serializable.AreaOfEffect, 0f, 1000f); Damage = UnityEngine.Mathf.Clamp(serializable.Damage, 0f, 1E+09f); Range = UnityEngine.Mathf.Clamp(serializable.Range, 0f, 1000f); Velocity = UnityEngine.Mathf.Clamp(serializable.Velocity, 0f, 1000f); LifeTime = UnityEngine.Mathf.Clamp(serializable.LifeTime, 0f, 1E+09f); HitPoints = UnityEngine.Mathf.Clamp(serializable.HitPoints, 0, 999999999); IgnoresShipVelocity = serializable.IgnoresShipVelocity; EnergyCost = UnityEngine.Mathf.Clamp(serializable.EnergyCost, 0f, 1E+09f); CoupledAmmunition = loader.GetAmmunitionObsolete(new ItemId <AmmunitionObsolete>(serializable.CoupledAmmunitionId)); Color = new ColorData(serializable.Color); FireSound = new AudioClipId(serializable.FireSound); HitSound = new AudioClipId(serializable.HitSound); HitEffectPrefab = new PrefabId(serializable.HitEffectPrefab, PrefabId.Type.Effect); BulletPrefab = new PrefabId(serializable.BulletPrefab, PrefabId.Type.Bullet); OnDataDeserialized(serializable, loader); }
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); }
private WeaponData(WeaponSerializable serializable, Database database) { ItemId = new ItemId <WeaponData>(serializable.Id, serializable.FileName); WeaponClass = serializable.WeaponClass; FireRate = new NumericValue <float>(serializable.FireRate, 0.001f, 100f); Spread = new NumericValue <float>(serializable.Spread, 0f, 180f); Magazine = new NumericValue <int>(serializable.Magazine, 0, 1000); ActivationType = serializable.ActivationType; ShotSound = new AudioClipId(serializable.ShotSound); ChargeSound = new AudioClipId(serializable.ChargeSound); ShotEffectPrefab = serializable.ShotEffectPrefab; ControlButtonIcon = serializable.ControlButtonIcon; }
public WeaponStats(WeaponSerializable serializable, Database.Loader loader) { WeaponClass = serializable.WeaponClass; FireRate = UnityEngine.Mathf.Clamp(serializable.FireRate, 0f, 100f); Spread = UnityEngine.Mathf.Clamp(serializable.Spread, 0f, 360f); Magazine = UnityEngine.Mathf.Clamp(serializable.Magazine, 0, 999999999); ActivationType = serializable.ActivationType; ShotSound = new AudioClipId(serializable.ShotSound); ChargeSound = new AudioClipId(serializable.ChargeSound); ShotEffectPrefab = new PrefabId(serializable.ShotEffectPrefab, PrefabId.Type.Effect); ControlButtonIcon = new SpriteId(serializable.ControlButtonIcon, SpriteId.Type.ActionButton); OnDataDeserialized(serializable, loader); }
private DroneBayData(DroneBaySerializable serializable, Database database) { ItemId = new ItemId <DroneBayData>(serializable.Id, serializable.FileName); EnergyConsumption = new NumericValue <float>(serializable.EnergyConsumption, 0f, 1000f); PassiveEnergyConsumption = new NumericValue <float>(serializable.PassiveEnergyConsumption, 0f, 1000f); Range = new NumericValue <float>(serializable.Range, 1f, 100f); DamageMultiplier = new NumericValue <float>(serializable.DamageMultiplier, 0.01f, 100f); DefenseMultiplier = new NumericValue <float>(serializable.DefenseMultiplier, 0.01f, 100f); SpeedMultiplier = new NumericValue <float>(serializable.SpeedMultiplier, 0.01f, 100f); ImprovedAi = serializable.ImprovedAi; Capacity = new NumericValue <int>(serializable.Capacity, 1, 100); ActivationType = serializable.ActivationType; LaunchSound = new AudioClipId(serializable.LaunchSound); LaunchEffectPrefab = serializable.LaunchEffectPrefab; ControlButtonIcon = serializable.ControlButtonIcon; }
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 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); }
public DroneBayStats(DroneBaySerializable serializable, Database.Loader loader) { EnergyConsumption = UnityEngine.Mathf.Clamp(serializable.EnergyConsumption, 0f, 1E+09f); PassiveEnergyConsumption = UnityEngine.Mathf.Clamp(serializable.PassiveEnergyConsumption, 0f, 1E+09f); Range = UnityEngine.Mathf.Clamp(serializable.Range, 1f, 1000f); DamageMultiplier = UnityEngine.Mathf.Clamp(serializable.DamageMultiplier, 0.01f, 1000f); DefenseMultiplier = UnityEngine.Mathf.Clamp(serializable.DefenseMultiplier, 0.01f, 1000f); SpeedMultiplier = UnityEngine.Mathf.Clamp(serializable.SpeedMultiplier, 0.01f, 1000f); ImprovedAi = serializable.ImprovedAi; Capacity = UnityEngine.Mathf.Clamp(serializable.Capacity, 1, 1000); ActivationType = serializable.ActivationType; LaunchSound = new AudioClipId(serializable.LaunchSound); LaunchEffectPrefab = new PrefabId(serializable.LaunchEffectPrefab, PrefabId.Type.Effect); ControlButtonIcon = new SpriteId(serializable.ControlButtonIcon, SpriteId.Type.ActionButton); OnDataDeserialized(serializable, loader); }
private DeviceData(DeviceSerializable serializable, Database database) { ItemId = new ItemId <DeviceData>(serializable.Id, serializable.FileName); DeviceClass = serializable.DeviceClass; EnergyConsumption = new NumericValue <float>(serializable.EnergyConsumption, 0f, 1000f); PassiveEnergyConsumption = new NumericValue <float>(serializable.PassiveEnergyConsumption, 0f, 1000f); Power = new NumericValue <float>(serializable.Power, 0f, 1000f); Range = new NumericValue <float>(serializable.Range, 0f, 1000f); Size = new NumericValue <float>(serializable.Size, 0f, 1000f); Cooldown = new NumericValue <float>(serializable.Cooldown, 0f, 1000f); Offset = serializable.Offset; ActivationType = serializable.ActivationType; Color = Utils.ColorUtils.ColorFromString(serializable.Color); Sound = new AudioClipId(serializable.Sound); EffectPrefab = serializable.EffectPrefab; ObjectPrefab = serializable.ObjectPrefab; ControlButtonIcon = serializable.ControlButtonIcon; }
public DeviceStats(DeviceSerializable serializable, Database.Loader loader) { DeviceClass = serializable.DeviceClass; EnergyConsumption = UnityEngine.Mathf.Clamp(serializable.EnergyConsumption, 0f, 1E+09f); PassiveEnergyConsumption = UnityEngine.Mathf.Clamp(serializable.PassiveEnergyConsumption, 0f, 1E+09f); Power = UnityEngine.Mathf.Clamp(serializable.Power, 0f, 1000f); Range = UnityEngine.Mathf.Clamp(serializable.Range, 0f, 1000f); Size = UnityEngine.Mathf.Clamp(serializable.Size, 0f, 1000f); Cooldown = UnityEngine.Mathf.Clamp(serializable.Cooldown, 0f, 1000f); Lifetime = UnityEngine.Mathf.Clamp(serializable.Lifetime, 0f, 1000f); Offset = serializable.Offset; ActivationType = serializable.ActivationType; Color = new ColorData(serializable.Color); Sound = new AudioClipId(serializable.Sound); EffectPrefab = new PrefabId(serializable.EffectPrefab, PrefabId.Type.Effect); ObjectPrefab = new PrefabId(serializable.ObjectPrefab, PrefabId.Type.Object); ControlButtonIcon = new SpriteId(serializable.ControlButtonIcon, SpriteId.Type.ActionButton); OnDataDeserialized(serializable, loader); }
private AmmunitionObsoleteData(AmmunitionObsoleteSerializable serializable, Database database) { ItemId = new ItemId <AmmunitionObsoleteData>(serializable.Id, serializable.FileName); AmmunitionClass = serializable.AmmunitionClass; DamageType = serializable.DamageType; Impulse = new NumericValue <float>(serializable.Impulse, 0f, 10f); Recoil = new NumericValue <float>(serializable.Recoil, 0f, 10f); Size = new NumericValue <float>(serializable.Size, 0f, 1000f); InitialPosition = serializable.InitialPosition; AreaOfEffect = new NumericValue <float>(serializable.AreaOfEffect, 0f, 1000f); Damage = new NumericValue <float>(serializable.Damage, 0f, 1000f); Range = new NumericValue <float>(serializable.Range, 0f, 1000f); Velocity = new NumericValue <float>(serializable.Velocity, 0f, 1000f); LifeTime = new NumericValue <float>(serializable.LifeTime, 0f, 1000f); HitPoints = new NumericValue <int>(serializable.HitPoints, 0, 1000); IgnoresShipVelocity = serializable.IgnoresShipVelocity; EnergyCost = new NumericValue <float>(serializable.EnergyCost, 0f, 1000f); CoupledAmmunitionId = database.GetAmmunitionObsoleteId(serializable.CoupledAmmunitionId); Color = Utils.ColorUtils.ColorFromString(serializable.Color); FireSound = new AudioClipId(serializable.FireSound); HitEffectPrefab = serializable.HitEffectPrefab; BulletPrefab = serializable.BulletPrefab; }