public void RestoreMemento(SerializableUnit memento)
 {
     _effects.RestoreMemento(memento.effectManager);
     _owner  = memento.owner;
     _sector = memento.sector;
     Level   = memento.level;
     UpdateStats();
 }
Esempio n. 2
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 /// <summary>
 /// Restores the unit state from the given memento. This will also need the list of
 /// available players and the sector it is contained in, in order to set up
 /// the references.
 /// </summary>
 /// <param name="memento"></param>
 /// <param name="players"></param>
 /// <param name="containingSector"></param>
 public void RestoreFromMemento(SerializableUnit memento, Player[] players, Sector containingSector)
 {
     Initialize(players[memento.ownerId], containingSector, (Color)memento.color);
     owner.units.Add(this);
     level = 0;
     for (int i = 0; i < memento.level; i++)
     {
         LevelUp();
     }
 }