protected override void SetupFromSplitJsonString(string[] splitJsonString) { name = splitJsonString[0]; notes = splitJsonString[1]; size = EnumValue.CreateFromJsonString(splitJsonString[2]); restockSettings = RestockSettings.CreateFromJsonString(splitJsonString[3]); m_AvailabilityPerShopSizePerStockType = AvailabilityPerStockTypePerShopSize.Load(splitJsonString[4]); m_RestockFrequencyModifiersPerShopSize = RestockFrequencyModifiersPerShopSize.Load(splitJsonString[5]); m_ReadyCashPerShopSize = ReadyCashPerShopSize.Load(splitJsonString[6]); m_RarityPerCharacterClassPerSpellContainer = RarityPerCharacterClassPerSpellContainer.Load(splitJsonString[7]); m_BudgetRangePerPowerLevelPerStockType = FloatRangePerPowerLevelPerStockType.Load(splitJsonString[8]); m_ArmourCollection = ArmourCollection.Load(splitJsonString[9]); m_SpellCollection = SpellCollection.Load(splitJsonString[10]); m_WeaponCollection = WeaponCollection.Load(splitJsonString[11]); m_RingCollection = RingCollection.Load(splitJsonString[12]); m_RodCollection = RodCollection.Load(splitJsonString[13]); m_StaffCollection = StaffCollection.Load(splitJsonString[14]); m_WondrousCollection = WondrousCollection.Load(splitJsonString[15]); m_ArmourQualityCollection = ArmourQualityCollection.Load(splitJsonString[16]); m_WeaponQualityCollection = WeaponQualityCollection.Load(splitJsonString[17]); m_WeaponQualityConstraintsMatrix = WeaponQualityConstraintsMatrix.Load(splitJsonString[18]); m_ArmourQualityConstraintsMatrix = ArmourQualityConstraintsMatrix.Load(splitJsonString[19]); shops = new Shop[splitJsonString.Length - 20]; for (int i = 0; i < shops.Length; i++) { shops[i] = Shop.CreateFromJsonString(splitJsonString[i + 20]); } }
protected override void SetupFromSplitJsonString(string[] splitJsonString) { name = splitJsonString[0]; cost = Wrapper <float> .CreateFromJsonString(splitJsonString[1]); rarity = EnumValue.CreateFromJsonString(splitJsonString[2]); book = EnumValue.CreateFromJsonString(splitJsonString[3]); page = Wrapper <int> .CreateFromJsonString(splitJsonString[4]); }
protected override void SetupFromSplitJsonString(string[] splitJsonString) { name = splitJsonString[0]; powerLevel = EnumValue.CreateFromJsonString(splitJsonString[1]); cost = Wrapper <float> .CreateFromJsonString(splitJsonString[2]); notes = CreateStringFromSafeJson(splitJsonString[3]); staff = Staff.CreateFromJsonString(splitJsonString[4]); }
protected override void SetupFromSplitJsonString(string[] splitJsonString) { enumSetting = EnumSetting.Load(splitJsonString[0]); selectedEnumSettings = new EnumValue[splitJsonString.Length - 1]; for (int i = 0; i < selectedEnumSettings.Length; i++) { selectedEnumSettings[i] = EnumValue.CreateFromJsonString(splitJsonString[i + 1]); } }
protected override void SetupFromSplitJsonString(string[] splitJsonString) { name = splitJsonString[0]; powerLevel = EnumValue.CreateFromJsonString(splitJsonString[1]); cost = Wrapper <float> .CreateFromJsonString(splitJsonString[2]); notes = CreateStringFromSafeJson(splitJsonString[3]); spell = Spell.CreateFromJsonString(splitJsonString[4]); creator = splitJsonString[5]; casterLevel = Wrapper <int> .CreateFromJsonString(splitJsonString[6]); }
protected override void SetupFromSplitJsonString(string[] splitJsonString) { name = splitJsonString[0]; containerAllowances = JsonableSelectedEnumPerEnum.CreateFromJsonString(splitJsonString[1]); containerRarities = JsonableSelectedEnumPerEnum.CreateFromJsonString(splitJsonString[2]); creatorLevels = IntValuedEnum.CreateFromJsonString(splitJsonString[4]); book = EnumValue.CreateFromJsonString(splitJsonString[5]); page = Wrapper <int> .CreateFromJsonString(splitJsonString[6]); materialCost = Wrapper <float> .CreateFromJsonString(splitJsonString[7]); }
protected override void SetupFromSplitJsonString(string[] splitJsonString) { name = splitJsonString[0]; powerLevel = EnumValue.CreateFromJsonString(splitJsonString[1]); cost = Wrapper <float> .CreateFromJsonString(splitJsonString[2]); notes = CreateStringFromSafeJson(splitJsonString[3]); weapon = Weapon.CreateFromJsonString(splitJsonString[4]); enhancementBonus = WeaponQuality.CreateFromJsonString(splitJsonString[5]); specialMaterial = WeaponQuality.CreateFromJsonString(splitJsonString[6]); specialAbilities = new WeaponQuality[splitJsonString.Length - 7]; for (int i = 0; i < specialAbilities.Length; i++) { specialAbilities[i] = WeaponQuality.CreateFromJsonString(splitJsonString[i + 8]); } }