protected override Weapon Build(DocumentWrapper property) { string id = property.GetStringValue("id"); string position = property.GetStringValue("position"); float mass = property.GetFloatValue("mass"); int layerOrder = property.GetIntValue("layer_order"); float armor = property.GetFloatValue("armor"); float damage = property.GetFloatValue("damage"); string path = "res/" + property.GetStringValue("path"); return(new Weapon(id, position, mass, layerOrder, armor, damage, path)); }
protected override CharPose Build(DocumentWrapper property) { string id = property.GetStringValue("id"); float unit_length = property.GetFloatValue("unit_length"); float spine_mass = property.GetFloatValue("spine_mass"); float spine_limit = property.GetFloatValue("spine_limit"); float spine_angle = property.GetFloatValue("spine_angle"); float spine_length = property.GetFloatValue("spine_length"); float spine_thickness = property.GetFloatValue("spine_thickness"); float head_mass = property.GetFloatValue("head_mass"); float head_limit = property.GetFloatValue("head_limit"); float head_angle = property.GetFloatValue("head_angle"); float head_length = property.GetFloatValue("head_length"); float head_thickness = property.GetFloatValue("head_thickness"); float upArmL_mass = property.GetFloatValue("upArmL_mass"); float upArmL_limit = property.GetFloatValue("upArmL_limit"); float upArmL_angle = property.GetFloatValue("upArmL_angle"); float upArmL_length = property.GetFloatValue("upArmL_length"); float upArmL_thickness = property.GetFloatValue("upArmL_thickness"); float upArmR_mass = property.GetFloatValue("upArmR_mass"); float upArmR_limit = property.GetFloatValue("upArmR_limit"); float upArmR_angle = property.GetFloatValue("upArmR_angle"); float upArmR_length = property.GetFloatValue("upArmR_length"); float upArmR_thickness = property.GetFloatValue("upArmR_thickness"); float downArmL_mass = property.GetFloatValue("downArmL_mass"); float downArmL_limit = property.GetFloatValue("downArmL_limit"); float downArmL_angle = property.GetFloatValue("downArmL_angle"); float downArmL_length = property.GetFloatValue("downArmL_length"); float downArmL_thickness = property.GetFloatValue("downArmL_thickness"); float downArmR_mass = property.GetFloatValue("downArmR_mass"); float downArmR_limit = property.GetFloatValue("downArmR_limit"); float downArmR_angle = property.GetFloatValue("downArmR_angle"); float downArmR_length = property.GetFloatValue("downArmR_length"); float downArmR_thickness = property.GetFloatValue("downArmR_thickness"); float upLegL_mass = property.GetFloatValue("upLegL_mass"); float upLegL_limit = property.GetFloatValue("upLegL_limit"); float upLegL_angle = property.GetFloatValue("upLegL_angle"); float upLegL_length = property.GetFloatValue("upLegL_length"); float upLegL_thickness = property.GetFloatValue("upLegL_thickness"); float upLegR_mass = property.GetFloatValue("upLegR_mass"); float upLegR_limit = property.GetFloatValue("upLegR_limit"); float upLegR_angle = property.GetFloatValue("upLegR_angle"); float upLegR_length = property.GetFloatValue("upLegR_length"); float upLegR_thickness = property.GetFloatValue("upLegR_thickness"); float downLegL_mass = property.GetFloatValue("downLegL_mass"); float downLegL_limit = property.GetFloatValue("downLegL_limit"); float downLegL_angle = property.GetFloatValue("downLegL_angle"); float downLegL_length = property.GetFloatValue("downLegL_length"); float downLegL_thickness = property.GetFloatValue("downLegL_thickness"); float downLegR_mass = property.GetFloatValue("downLegR_mass"); float downLegR_limit = property.GetFloatValue("downLegR_limit"); float downLegR_angle = property.GetFloatValue("downLegR_angle"); float downLegR_length = property.GetFloatValue("downLegR_length"); float downLegR_thickness = property.GetFloatValue("downLegR_thickness"); return(new CharPose(id, unit_length, spine_mass, spine_limit, spine_angle, spine_length, spine_thickness, head_mass, head_limit, head_angle, head_length, head_thickness, upArmL_mass, upArmL_limit, upArmL_angle, upArmL_length, upArmL_thickness, upArmR_mass, upArmR_limit, upArmR_angle, upArmR_length, upArmR_thickness, downArmL_mass, downArmL_limit, downArmL_angle, downArmL_length, downArmL_thickness, downArmR_mass, downArmR_limit, downArmR_angle, downArmR_length, downArmR_thickness, upLegL_mass, upLegL_limit, upLegL_angle, upLegL_length, upLegL_thickness, upLegR_mass, upLegR_limit, upLegR_angle, upLegR_length, upLegR_thickness, downLegL_mass, downLegL_limit, downLegL_angle, downLegL_length, downLegL_thickness, downLegR_mass, downLegR_limit, downLegR_angle, downLegR_length, downLegR_thickness)); }