/* public RangeLogStatisticsSerializable(RangeLogStatistics enemyStatistics, string gameObjectName) : base(enemyStatistics,gameObjectName) * { * this.color = new float[3]; * this.health = enemyStatistics.health; * this.speed = enemyStatistics.speed; * this.attack = enemyStatistics.attack; * this.chaseDistance = enemyStatistics.chaseDistance; * this.lootTable = enemyStatistics.lootTable; * this.color[0] = enemyStatistics.color.r; * this.color[1] = enemyStatistics.color.g; * this.color[2] = enemyStatistics.color.b; * this.enemyPrefabName = * }*/ public override EnemyStatistics ToNonSerializable() { //base.ToNonSerializable(); RangeLogStatistics rangeLogStatistics = ScriptableObject.CreateInstance <RangeLogStatistics>(); rangeLogStatistics.color = new Color(this.color[0], this.color[1], this.color[2]); Stat health = new Stat(); health.BaseValue = this.health; rangeLogStatistics.health = health; Stat speed = new Stat(); speed.BaseValue = this.speed; rangeLogStatistics.speed = speed; Stat attack = new Stat(); attack.BaseValue = this.attack; rangeLogStatistics.attack = attack; Stat chaseDistance = new Stat(); chaseDistance.BaseValue = this.chaseDistance; rangeLogStatistics.chaseDistance = chaseDistance; rangeLogStatistics.lootTable = this.lootTable.ToNonSerializable(); rangeLogStatistics.enemyPrefabName = this.enemyPrefabName; rangeLogStatistics.nightEnemy = this.nightEnemy; rangeLogStatistics.name = this.name; rangeLogStatistics.inGame = this.inGame; rangeLogStatistics.power = this.power; return(rangeLogStatistics); }
public RangeLogStatisticsSerializable(RangeLogStatistics enemyStatistics) : base(enemyStatistics) { }