// public Prize prize; public SaveableChest(int chestID, ChestState chestState, DateTimeSaveable openOrderTimeArg, DateTimeSaveable openDurationArg, ChestType chestType) { this.chestType = chestType; this.chestID = chestID; this.chestState = chestState; openDurationSaveable = openDurationArg; this.openOrderTimeInSystem = new DateTime(openOrderTimeArg.year, openOrderTimeArg.month, openOrderTimeArg.day, openOrderTimeArg.hour, openOrderTimeArg.minute, openOrderTimeArg.seconds); this.openDurationSaveable = openDurationArg; // this.prize = prize; openDuration = new TimeSpan(openDurationArg.hour, openDurationArg.minute, openDurationArg.seconds); // Debug.Log( " sss " + openDuration); // openOrderTimeSaveable = new DateTimeSaveable(0, 0, 0, openOrderTimeInSystem.Hour, openOrderTimeInSystem.Minute, openOrderTimeInSystem.Second); }
public void AssignValues(SaveableChest saveableChest) { thisChest = saveableChest; chestID = saveableChest.chestID; if (saveableChest.chestState == ChestState.InOpening) { OnChestBrowsedUnlocking(thisChest); } if (chestReady == false) { chestState = saveableChest.chestState; } // prize = saveableChest.prize; openDuration = saveableChest.openDurationSaveable; openOrderTime = saveableChest.openOrderTimeSaveable; Debug.Log("chest dur: " + saveableChest.openDuration + " " + saveableChest.chestState); remainingTimeToOpen = System.DateTime.Now - saveableChest.openOrderTimeInSystem; GetComponent <ChessMenuUI>().EnrollInEvent(); OnChestAssignedSingle(saveableChest); }