public Requirement_HaveItemById(RequirementSerializable serializable, Database.Loader loader) : base(serializable, loader) { Loot = loader.GetLoot(new ItemId <LootModel>(serializable.ItemId)); OnDataDeserialized(serializable, loader); }
private GalaxySettings(GalaxySettingsSerializable serializable, Database.Loader loader) { AbandonedStarbaseFaction = loader.GetFaction(new ItemId <Faction>(serializable.AbandonedStarbaseFaction)); StartingShipBuilds = new ImmutableCollection <ShipBuild>(serializable.StartingShipBuilds?.Select(item => loader.GetShipBuild(new ItemId <ShipBuild>(item), true))); OnDataDeserialized(serializable, loader); }
public LootContent_SomeMoney(LootContentSerializable serializable, Database.Loader loader) : base(serializable, loader) { ValueRatio = UnityEngine.Mathf.Clamp(serializable.ValueRatio, 0.001f, 1000f); OnDataDeserialized(serializable, loader); }
public Requirement_QuestActive(RequirementSerializable serializable, Database.Loader loader) : base(serializable, loader) { Quest = loader.GetQuest(new ItemId <QuestModel>(serializable.ItemId)); OnDataDeserialized(serializable, loader); }
public Requirement_HaveItem(RequirementSerializable serializable, Database.Loader loader) : base(serializable, loader) { Loot = LootContent.Create(serializable.Loot, loader); OnDataDeserialized(serializable, loader); }
public Requirement_Faction(RequirementSerializable serializable, Database.Loader loader) : base(serializable, loader) { Faction = loader.GetFaction(new ItemId <Faction>(serializable.Faction)); OnDataDeserialized(serializable, loader); }
private Engine(EngineSerializable serializable, Database.Loader loader) { Position = serializable.Position; Size = UnityEngine.Mathf.Clamp(serializable.Size, 0f, 1f); OnDataDeserialized(serializable, loader); }
public Requirement_None(RequirementSerializable serializable, Database.Loader loader) : base(serializable, loader) { Requirements = new ImmutableCollection <Requirement>(serializable.Requirements?.Select(item => Requirement.Create(item, loader))); OnDataDeserialized(serializable, loader); }
protected BulletTrigger(BulletTriggerSerializable serializable, Database.Loader loader) { Condition = serializable.Condition; EffectType = serializable.EffectType; OnDataDeserialized(serializable, loader); }
public LootContent_ItemsWithChance(LootContentSerializable serializable, Database.Loader loader) : base(serializable, loader) { Items = new ImmutableCollection <LootItem>(serializable.Items?.Select(item => LootItem.Create(item, loader))); OnDataDeserialized(serializable, loader); }
private Component(ComponentSerializable serializable, Database.Loader loader) { Id = new ItemId <Component>(serializable.Id); loader.AddComponent(serializable.Id, this); Name = serializable.Name; Description = serializable.Description; DisplayCategory = serializable.DisplayCategory; Availability = serializable.Availability; Stats = loader.GetComponentStats(new ItemId <ComponentStats>(serializable.ComponentStatsId)); if (Stats == null) { throw new DatabaseException(this.GetType().Name + ".Stats cannot be null - " + serializable.ComponentStatsId); } Faction = loader.GetFaction(new ItemId <Faction>(serializable.Faction)); Level = UnityEngine.Mathf.Clamp(serializable.Level, 0, 1000); Icon = new SpriteId(serializable.Icon, SpriteId.Type.Component); Color = new ColorData(serializable.Color); Layout = new Layout(serializable.Layout); _cellType = serializable.CellType; Device = loader.GetDevice(new ItemId <Device>(serializable.DeviceId)); Weapon = loader.GetWeapon(new ItemId <Weapon>(serializable.WeaponId)); Ammunition = loader.GetAmmunition(new ItemId <Ammunition>(serializable.AmmunitionId)); AmmunitionObsolete = loader.GetAmmunitionObsolete(new ItemId <AmmunitionObsolete>(serializable.AmmunitionId)); _weaponSlotType = serializable.WeaponSlotType; DroneBay = loader.GetDroneBay(new ItemId <DroneBay>(serializable.DroneBayId)); Drone = loader.GetShipBuild(new ItemId <ShipBuild>(serializable.DroneId)); Restrictions = ComponentRestrictions.Create(serializable.Restrictions, loader); PossibleModifications = new ImmutableCollection <ComponentMod>(serializable.PossibleModifications?.Select(item => loader.GetComponentMod(new ItemId <ComponentMod>(item), true))); OnDataDeserialized(serializable, loader); }
public Requirement_HaveQuestItem(RequirementSerializable serializable, Database.Loader loader) : base(serializable, loader) { QuestItem = loader.GetQuestItem(new ItemId <QuestItem>(serializable.ItemId)); Amount = UnityEngine.Mathf.Clamp(serializable.MinValue, 1, 1000000); OnDataDeserialized(serializable, loader); }
public Requirement_FactionRelations(RequirementSerializable serializable, Database.Loader loader) : base(serializable, loader) { MinValue = UnityEngine.Mathf.Clamp(serializable.MinValue, -100, 100); MaxValue = UnityEngine.Mathf.Clamp(serializable.MaxValue, -100, 100); OnDataDeserialized(serializable, loader); }
public Requirement_RandomStarSystem(RequirementSerializable serializable, Database.Loader loader) : base(serializable, loader) { MinValue = UnityEngine.Mathf.Clamp(serializable.MinValue, 0, 10000); MaxValue = UnityEngine.Mathf.Clamp(serializable.MaxValue, 0, 10000); OnDataDeserialized(serializable, loader); }
public Requirement_PlayerPosition(RequirementSerializable serializable, Database.Loader loader) : base(serializable, loader) { MinValue = UnityEngine.Mathf.Clamp(serializable.MinValue, 0, 10000); MaxValue = UnityEngine.Mathf.Clamp(serializable.MaxValue, 0, 10000); OnDataDeserialized(serializable, loader); }
private NodeAction(NodeActionSerializable serializable, Database.Loader loader) { TargetNode = UnityEngine.Mathf.Clamp(serializable.TargetNode, 1, 1000); Requirement = Requirement.Create(serializable.Requirement, loader); ButtonText = serializable.ButtonText; OnDataDeserialized(serializable, loader); }
public LootContent_Stars(LootContentSerializable serializable, Database.Loader loader) : base(serializable, loader) { MinAmount = UnityEngine.Mathf.Clamp(serializable.MinAmount, 0, 999999999); MaxAmount = UnityEngine.Mathf.Clamp(serializable.MaxAmount, 0, 999999999); OnDataDeserialized(serializable, loader); }
private NodeTransition(NodeTransitionSerializable serializable, Database.Loader loader) { TargetNode = UnityEngine.Mathf.Clamp(serializable.TargetNode, 1, 1000); Requirement = Requirement.Create(serializable.Requirement, loader); Weight = UnityEngine.Mathf.Clamp(serializable.Weight, 0f, 1000f); OnDataDeserialized(serializable, loader); }
public Node_Trade(NodeSerializable serializable, Database.Loader loader) : base(serializable, loader) { Transition = UnityEngine.Mathf.Clamp(serializable.DefaultTransition, 1, 1000); Loot = loader.GetLoot(new ItemId <LootModel>(serializable.Loot)); OnDataDeserialized(serializable, loader); }
public Node_ChangeFactionRelations(NodeSerializable serializable, Database.Loader loader) : base(serializable, loader) { Transition = UnityEngine.Mathf.Clamp(serializable.DefaultTransition, 1, 1000); Value = UnityEngine.Mathf.Clamp(serializable.Value, -100, 100); OnDataDeserialized(serializable, loader); }
public Node_StartQuest(NodeSerializable serializable, Database.Loader loader) : base(serializable, loader) { Transition = UnityEngine.Mathf.Clamp(serializable.DefaultTransition, 1, 1000); Quest = loader.GetQuest(new ItemId <QuestModel>(serializable.Quest)); OnDataDeserialized(serializable, loader); }
public Node_AttackOccupants(NodeSerializable serializable, Database.Loader loader) : base(serializable, loader) { VictoryTransition = UnityEngine.Mathf.Clamp(serializable.DefaultTransition, 1, 1000); FailureTransition = UnityEngine.Mathf.Clamp(serializable.FailureTransition, 1, 1000); OnDataDeserialized(serializable, loader); }
public Node_Condition(NodeSerializable serializable, Database.Loader loader) : base(serializable, loader) { Message = serializable.Message; Transitions = new ImmutableCollection <NodeTransition>(serializable.Transitions?.Select(item => NodeTransition.Create(item, loader))); OnDataDeserialized(serializable, loader); }
private ComponentMod(ComponentModSerializable serializable, Database.Loader loader) { Id = new ItemId <ComponentMod>(serializable.Id); loader.AddComponentMod(serializable.Id, this); Type = serializable.Type; OnDataDeserialized(serializable, loader); }
private ExplorationSettings(ExplorationSettingsSerializable serializable, Database.Loader loader) { OutpostShip = loader.GetShip(new ItemId <Ship>(serializable.OutpostShip)); TurretShip = loader.GetShip(new ItemId <Ship>(serializable.TurretShip)); InfectedPlanetFaction = loader.GetFaction(new ItemId <Faction>(serializable.InfectedPlanetFaction)); HiveShipBuild = loader.GetShipBuild(new ItemId <ShipBuild>(serializable.HiveShipBuild)); OnDataDeserialized(serializable, loader); }
private LootModel(LootSerializable serializable, Database.Loader loader) { Id = new ItemId <LootModel>(serializable.Id); loader.AddLoot(serializable.Id, this); Loot = LootContent.Create(serializable.Loot, loader); OnDataDeserialized(serializable, loader); }
public Node_ChangeCharacterRelations(NodeSerializable serializable, Database.Loader loader) : base(serializable, loader) { Transition = UnityEngine.Mathf.Clamp(serializable.DefaultTransition, 1, 1000); Character = loader.GetCharacter(new ItemId <Character>(serializable.Character)); Value = UnityEngine.Mathf.Clamp(serializable.Value, -100, 100); OnDataDeserialized(serializable, loader); }
public Node_Random(NodeSerializable serializable, Database.Loader loader) : base(serializable, loader) { Message = serializable.Message; DefaultTransition = UnityEngine.Mathf.Clamp(serializable.DefaultTransition, 0, 1000); Transitions = new ImmutableCollection <NodeTransition>(serializable.Transitions?.Select(item => NodeTransition.Create(item, loader))); OnDataDeserialized(serializable, loader); }
public Node_OpenShipyard(NodeSerializable serializable, Database.Loader loader) : base(serializable, loader) { Transition = UnityEngine.Mathf.Clamp(serializable.DefaultTransition, 1, 1000); Faction = loader.GetFaction(new ItemId <Faction>(serializable.Faction)); Level = UnityEngine.Mathf.Clamp(serializable.Value, 0, 10000); OnDataDeserialized(serializable, loader); }
public Requirement_CharacterRelations(RequirementSerializable serializable, Database.Loader loader) : base(serializable, loader) { MinValue = UnityEngine.Mathf.Clamp(serializable.MinValue, -100, 100); MaxValue = UnityEngine.Mathf.Clamp(serializable.MaxValue, -100, 100); Character = loader.GetCharacter(new ItemId <Character>(serializable.Character)); OnDataDeserialized(serializable, loader); }