public void InitData(IMemberBattleData data, ChangeStorage storage) { _storage = storage; StaticId = data.StaticId; Position = data.Position; CurrentHp = data.CurrentHp; Status = data.Status; LL_TurnInfluence.Init(data.TurnInfluence, storage); LL_TurnBuffTypes.Init(data.TurnBuffTypes, storage); LL_TurnBuffs.Init(data.TurnBuffs, storage); TurnFamiliarSummoned = data.TurnFamiliarSummoned; LD_Buffs.Init(data.Buffs, storage); LD_Abilities.Init(data.Abilities, storage); HpMax = data.HpMax; Strength = data.Strength; Initiative = data.Initiative; MemberType = data.MemberType; FamiliarSummoned = data.FamiliarSummoned; Assist = data.Assist; }
public void InitData(IMemberBattleDataClient client, ChangeStorage storage) { _storage = storage; StaticId = client.StaticId; Position = client.Position; client.CurrentHp.Subscribe(x => _CurrentHp = x).AddTo(_disposables); client.Status.Subscribe(x => _Status = x).AddTo(_disposables); LL_TurnInfluence.Init(client.TurnInfluence, storage); LL_TurnBuffTypes.Init(client.TurnBuffTypes, storage); LL_TurnBuffs.Init(client.TurnBuffs, storage); client.TurnFamiliarSummoned.Subscribe(x => _TurnFamiliarSummoned = x).AddTo(_disposables); LD_Buffs.Init(client.Buffs, storage); LD_Abilities.Init(client.Abilities, storage); client.HpMax.Subscribe(x => _HpMax = x).AddTo(_disposables); client.Strength.Subscribe(x => _Strength = x).AddTo(_disposables); client.Initiative.Subscribe(x => _Initiative = x).AddTo(_disposables); client.MemberType.Subscribe(x => _MemberType = x).AddTo(_disposables); client.FamiliarSummoned.Subscribe(x => _FamiliarSummoned = x).AddTo(_disposables); client.Assist.Subscribe(x => _Assist = x).AddTo(_disposables); }
public void InitData(IUnitData data, ChangeStorage storage) { _storage = storage; Id = data.Id; Shards = data.Shards; Stars = data.Stars; Exp = data.Exp; Level = data.Level; LD_Abilities.Init(data.Abilities, storage); LD_PerkStars.Init(data.PerkStars, storage); LD_PerkCharges.Init(data.PerkCharges, storage); LD_Equipment.Init(data.Equipment, storage); EquipmentStars = data.EquipmentStars; LD_Buffs.Init(data.Buffs, storage); ExplorerPosition = data.ExplorerPosition; Reserve = data.Reserve; CurrentHp = data.CurrentHp; FamiliarUnlock = data.FamiliarUnlock; MissionCounter = data.MissionCounter; }
public void InitData(IUnitDataClient client, ChangeStorage storage) { _storage = storage; Id = client.Id; client.Shards.Subscribe(x => _Shards = x).AddTo(_disposables); client.Stars.Subscribe(x => _Stars = x).AddTo(_disposables); client.Exp.Subscribe(x => _Exp = x).AddTo(_disposables); client.Level.Subscribe(x => _Level = x).AddTo(_disposables); LD_Abilities.Init(client.Abilities, storage); LD_PerkStars.Init(client.PerkStars, storage); LD_PerkCharges.Init(client.PerkCharges, storage); LD_Equipment.Init(client.Equipment, storage); client.EquipmentStars.Subscribe(x => _EquipmentStars = x).AddTo(_disposables); LD_Buffs.Init(client.Buffs, storage); client.ExplorerPosition.Subscribe(x => _ExplorerPosition = x).AddTo(_disposables); client.Reserve.Subscribe(x => _Reserve = x).AddTo(_disposables); client.CurrentHp.Subscribe(x => _CurrentHp = x).AddTo(_disposables); client.FamiliarUnlock.Subscribe(x => _FamiliarUnlock = x).AddTo(_disposables); client.MissionCounter.Subscribe(x => _MissionCounter = x).AddTo(_disposables); }
public void InitData(string root, ChangeStorage storage) { _storage = storage; DataId = $"{root}.{DataId}"; Interface_Id = _Id; Interface_Shards = new ReactiveProperty <Int32>(_Shards); Interface_Stars = new ReactiveProperty <Int32>(_Stars); Interface_Exp = new ReactiveProperty <Int32>(_Exp); Interface_Level = new ReactiveProperty <Int32>(_Level); LD_Abilities?.Init($"{DataId}.abilities", storage, _Abilities); LD_PerkStars?.Init($"{DataId}.perks", storage, _PerkStars); LD_PerkCharges?.Init($"{DataId}.perk_charges", storage, _PerkCharges); LD_Equipment?.Init($"{DataId}.equipment", storage, _Equipment); Interface_EquipmentStars = new ReactiveProperty <Int32>(_EquipmentStars); LD_Buffs?.Init($"{DataId}.buffs", storage, _Buffs); Interface_ExplorerPosition = new ReactiveProperty <Int32>(_ExplorerPosition); Interface_Reserve = new ReactiveProperty <Boolean>(_Reserve); Interface_CurrentHp = new ReactiveProperty <Single>(_CurrentHp); Interface_FamiliarUnlock = new ReactiveProperty <Boolean>(_FamiliarUnlock); Interface_MissionCounter = new ReactiveProperty <Int32>(_MissionCounter); }
public void InitData(string root, ChangeStorage storage) { _storage = storage; DataId = $"{root}.{DataId}"; Interface_StaticId = _StaticId; Interface_Position = _Position; Interface_CurrentHp = new ReactiveProperty <Single>(_CurrentHp); Interface_Status = new ReactiveProperty <UnitBattleStatus>(_Status); LL_TurnInfluence?.Init($"{DataId}.turn_influence", storage, _TurnInfluence); LL_TurnBuffTypes?.Init($"{DataId}.turn_buff_types", storage, _TurnBuffTypes); LL_TurnBuffs?.Init($"{DataId}.turn_buffs", storage, _TurnBuffs); Interface_TurnFamiliarSummoned = new ReactiveProperty <Boolean>(_TurnFamiliarSummoned); LD_Buffs?.Init($"{DataId}.buffs", storage, _Buffs); LD_Abilities?.Init($"{DataId}.abilities", storage, _Abilities); Interface_HpMax = new ReactiveProperty <BattleParamData>(_HpMax); Interface_Strength = new ReactiveProperty <BattleParamData>(_Strength); Interface_Initiative = new ReactiveProperty <BattleParamData>(_Initiative); Interface_MemberType = new ReactiveProperty <BattleMemberType>(_MemberType); Interface_FamiliarSummoned = new ReactiveProperty <Boolean>(_FamiliarSummoned); Interface_Assist = new ReactiveProperty <Boolean>(_Assist); }