Exemple #1
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        public Requirement_HaveItemById(RequirementSerializable serializable, Database.Loader loader)
            : base(serializable, loader)
        {
            Loot = loader.GetLoot(new ItemId <LootModel>(serializable.ItemId));

            OnDataDeserialized(serializable, loader);
        }
Exemple #2
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        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);
        }
Exemple #3
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        public LootContent_SomeMoney(LootContentSerializable serializable, Database.Loader loader)
            : base(serializable, loader)
        {
            ValueRatio = UnityEngine.Mathf.Clamp(serializable.ValueRatio, 0.001f, 1000f);

            OnDataDeserialized(serializable, loader);
        }
Exemple #4
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        public Requirement_QuestActive(RequirementSerializable serializable, Database.Loader loader)
            : base(serializable, loader)
        {
            Quest = loader.GetQuest(new ItemId <QuestModel>(serializable.ItemId));

            OnDataDeserialized(serializable, loader);
        }
Exemple #5
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        public Requirement_HaveItem(RequirementSerializable serializable, Database.Loader loader)
            : base(serializable, loader)
        {
            Loot = LootContent.Create(serializable.Loot, loader);

            OnDataDeserialized(serializable, loader);
        }
Exemple #6
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        public Requirement_Faction(RequirementSerializable serializable, Database.Loader loader)
            : base(serializable, loader)
        {
            Faction = loader.GetFaction(new ItemId <Faction>(serializable.Faction));

            OnDataDeserialized(serializable, loader);
        }
Exemple #7
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        private Engine(EngineSerializable serializable, Database.Loader loader)
        {
            Position = serializable.Position;
            Size     = UnityEngine.Mathf.Clamp(serializable.Size, 0f, 1f);

            OnDataDeserialized(serializable, loader);
        }
Exemple #8
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        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);
        }
Exemple #9
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        protected BulletTrigger(BulletTriggerSerializable serializable, Database.Loader loader)
        {
            Condition  = serializable.Condition;
            EffectType = serializable.EffectType;

            OnDataDeserialized(serializable, loader);
        }
Exemple #10
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        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);
        }
Exemple #11
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        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);
        }
Exemple #12
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        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);
        }
Exemple #13
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        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);
        }
Exemple #14
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        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);
        }
Exemple #15
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        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);
        }
Exemple #16
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        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);
        }
Exemple #17
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        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);
        }
Exemple #18
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        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);
        }
Exemple #19
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        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);
        }
Exemple #20
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        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);
        }
Exemple #21
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        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);
        }
Exemple #22
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        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);
        }
Exemple #23
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        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);
        }
Exemple #24
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        private ComponentMod(ComponentModSerializable serializable, Database.Loader loader)
        {
            Id = new ItemId <ComponentMod>(serializable.Id);
            loader.AddComponentMod(serializable.Id, this);

            Type = serializable.Type;

            OnDataDeserialized(serializable, loader);
        }
Exemple #25
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        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);
        }
Exemple #26
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        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);
        }
Exemple #27
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        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);
        }
Exemple #28
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        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);
        }
Exemple #29
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        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);
        }
Exemple #30
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        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);
        }