public void LoadState(ObjectAttachmentState state) { GameValuesUnloadedState valuesState = state as GameValuesUnloadedState; for (int i = 0; i < valuesState.values.Count; i++) { gameValues[valuesState.values[i].name] = valuesState.values[i]; } }
public void LoadState(ObjectAttachmentState state) { PerksContainerState perksState = state as PerksContainerState; // RemoveAllPerks (); for (int i = 0; i < perksState.perksSaved.Count; i++) { string[] split = perksState.perksSaved[i].Split(splitKey, StringSplitOptions.RemoveEmptyEntries); AddPerk(PerksCollection.GetPerk(split[0]), int.Parse(split[1])); } }
public void LoadState(ObjectAttachmentState state) { RandomEncounterState encounterState = state as RandomEncounterState; aliasPrefix = encounterState.aliasPrefix; }
public void LoadState(ObjectAttachmentState state) { ActorState actorState = state as ActorState; actorName = actorState.actorName; }
public void LoadState(ObjectAttachmentState state) { InventoryState inventoryState = state as InventoryState; items = inventoryState.items; }
public void LoadState(ObjectAttachmentState state) { RandomEncounterSpotState encounterState = state as RandomEncounterSpotState; hasActiveEncounter = encounterState.hasActiveEncounter; }
public void LoadState(ObjectAttachmentState state) { SceneItemState itemState = state as SceneItemState; }