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); }
public NodeTransition(NodeTransitionSerializable serializable, Database database) { TargetNode = new NumericValue <int>(serializable.TargetNode, 1, 1000); Requirement = new Requirement(serializable.Requirement, database); Weight = new NumericValue <float>(serializable.Weight, 0f, 1000f); OnDataDeserialized(serializable, database); }
public NodeTransitionSerializable Serialize() { var serializable = new NodeTransitionSerializable(); serializable.TargetNode = TargetNode.Value; serializable.Requirement = Requirement.Serialize(); serializable.Weight = Weight.Value; return(serializable); }
partial void OnDataSerialized(ref NodeTransitionSerializable serializable);
partial void OnDataDeserialized(NodeTransitionSerializable serializable, Database database);
private NodeTransitionData(NodeTransitionSerializable serializable, Database database) { TargetNode = new NumericValue <int>(serializable.TargetNode, 1, 1000); Requirement = RequirementData.Deserialize(serializable.Requirement, database); Weight = new NumericValue <float>(serializable.Weight, 0f, 1000f); }
public static NodeTransitionData Deserialize(NodeTransitionSerializable serializable, Database database) { return(new NodeTransitionData(serializable, database)); }
public static NodeTransition Create(NodeTransitionSerializable serializable, Database.Loader loader) { return(new NodeTransition(serializable, loader)); }
partial void OnDataDeserialized(NodeTransitionSerializable serializable, Database.Loader loader);