public void Save(SerializableFleet serializable) { serializable.Factions = Factions.Serialize(); serializable.CombatTimeLimit = CombatTimeLimit.Value; serializable.LevelBonus = LevelBonus.Value; serializable.NoRandomShips = NoRandomShips; serializable.LootCondition = (int)LootCondition; serializable.ExpCondition = (int)ExpCondition; serializable.SpecificShips = SpecificShips?.Select(item => item.Item.Id).ToArray(); }
public FleetSerializable Serialize() { var serializable = new FleetSerializable(); serializable.Id = ItemId.Id; serializable.FileName = ItemId.Name; serializable.ItemType = (int)ItemType.Fleet; serializable.Factions = Factions.Serialize(); serializable.LevelBonus = LevelBonus.Value; serializable.NoRandomShips = NoRandomShips; serializable.CombatTimeLimit = CombatTimeLimit.Value; serializable.LootCondition = LootCondition; serializable.ExpCondition = ExpCondition; serializable.SpecificShips = SpecificShips?.Select(item => item.Item.Id).ToArray(); return(serializable); }
public void Save(FleetSerializable serializable) { serializable.Factions = Factions.Serialize(); serializable.LevelBonus = LevelBonus.Value; serializable.NoRandomShips = NoRandomShips; serializable.CombatTimeLimit = CombatTimeLimit.Value; serializable.LootCondition = LootCondition; serializable.ExpCondition = ExpCondition; if (SpecificShips == null || SpecificShips.Length == 0) { serializable.SpecificShips = null; } else { serializable.SpecificShips = SpecificShips.Select(wrapper => wrapper.Item.Value).ToArray(); } OnDataSerialized(ref serializable); }