Esempio n. 1
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        private NodeTransition(NodeTransitionSerializable serializable, Database.Loader loader)
        {
            TargetNode  = UnityEngine.Mathf.Clamp(serializable.TargetNode, 1, 1000);
            Requirement = Requirement.Create(serializable.Requirement, loader);
            Weight      = UnityEngine.Mathf.Clamp(serializable.Weight, 0f, 1000f);

            OnDataDeserialized(serializable, loader);
        }
Esempio n. 2
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        private NodeAction(NodeActionSerializable serializable, Database.Loader loader)
        {
            TargetNode  = UnityEngine.Mathf.Clamp(serializable.TargetNode, 1, 1000);
            Requirement = Requirement.Create(serializable.Requirement, loader);
            ButtonText  = serializable.ButtonText;

            OnDataDeserialized(serializable, loader);
        }
Esempio n. 3
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        private QuestModel(QuestSerializable serializable, Database.Loader loader)
        {
            Id = new ItemId <QuestModel>(serializable.Id);
            loader.AddQuest(serializable.Id, this);

            Name           = serializable.Name;
            QuestType      = serializable.QuestType;
            StartCondition = serializable.StartCondition;
            Weight         = UnityEngine.Mathf.Clamp(serializable.Weight, 0f, 1000f);
            Requirement    = Requirement.Create(serializable.Requirement, loader);
            Level          = UnityEngine.Mathf.Clamp(serializable.Level, 0, 1000);
            Nodes          = new ImmutableCollection <Node>(serializable.Nodes?.Select(item => Node.Create(item, loader)));

            OnDataDeserialized(serializable, loader);
        }
Esempio n. 4
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        public Requirement_None(RequirementSerializable serializable, Database.Loader loader)
            : base(serializable, loader)
        {
            Requirements = new ImmutableCollection <Requirement>(serializable.Requirements?.Select(item => Requirement.Create(item, loader)));

            OnDataDeserialized(serializable, loader);
        }