public ItemSetData(ItemSetData data) { SetName = data.SetName; NumPieces = data.NumPieces; LevelData = new List <ItemAbilityData>(); for (int i = 0; i < data.LevelData.Count; i++) { LevelData.Add(new ItemAbilityData(data.LevelData[i])); } }
public ItemData() { Name = ""; Key = ""; Type = ItemType.None; Slot = EquipmentSlot.None; Hardness = ItemHardnessAllowed.None; NameFormat = ItemNameFormat.None; IconKey = ""; MeshKey = ""; TextureKey = ""; particleEffect = ""; StackSize = 0; Power = 0; Actions = 0; HoursToBuild = 0; WeaponData = null; AmmoData = null; WearableData = null; AccessoryData = null; IngredientData = null; Material = null; Quality = null; PreEnchant = null; PostEnchant = null; ArtifactData = null; SetData = null; UsableData = null; SkillRequirements = new List <SkillRequirement>(); description = ""; attributesTooltip = ""; effectsTooltip = ""; portraitRotation = Vector3.zero; portraitPosition = Vector3.zero; worldRotation = Vector3.zero; worldPosition = Vector3.zero; }
static ItemSetData GenerateSetData() { ItemSetData data = new ItemSetData(); data.SetName = "Random Item Set Data"; data.NumPieces = Random.Range(2, 9); data.LevelData = new List <ItemAbilityData>(); for (int i = 0; i < data.NumPieces - 1; i++) { ItemAbilityData levelData = new ItemAbilityData(); levelData.UnlockValue = i + 2; levelData.Effects.Add(GetRandomEffect()); data.LevelData.Add(levelData); } return(data); }
public ItemData(ItemData item) { Name = item.Name; Key = item.Key; Type = item.Type; NameFormat = item.NameFormat; IconKey = item.IconKey; MeshKey = item.MeshKey; TextureKey = item.TextureKey; particleEffect = item.particleEffect; Slot = item.Slot; DurabilityCur = item.DurabilityCur; DurabilityMax = item.DurabilityMax; StackSize = item.StackSize; Hardness = item.Hardness; Power = item.Power; Actions = item.Actions; HoursToBuild = item.HoursToBuild; Rarity = item.Rarity; description = item.description; attributesTooltip = item.attributesTooltip; effectsTooltip = item.effectsTooltip; if (item.WeaponData != null) { WeaponData = new WeaponData(item.WeaponData); } else { WeaponData = null; } if (item.AmmoData != null) { AmmoData = new AmmoData(item.AmmoData); } else { AmmoData = null; } if (item.WearableData != null) { WearableData = new WearableData(item.WearableData); } else { WearableData = null; } if (item.AccessoryData != null) { AccessoryData = new AccessoryData(item.AccessoryData); } else { AccessoryData = null; } if (item.IngredientData != null) { IngredientData = new IngredientData(item.IngredientData); } else { IngredientData = null; } if (item.Material != null) { Material = new ItemModifier(item.Material); } else { Material = null; } if (item.Quality != null) { Quality = new ItemModifier(item.Quality); } else { Quality = null; } if (item.PreEnchant != null) { PreEnchant = new ItemModifier(item.PreEnchant); } else { PreEnchant = null; } if (item.PostEnchant != null) { PostEnchant = new ItemModifier(item.PostEnchant); } else { PostEnchant = null; } SkillRequirements = new List <SkillRequirement>(); for (int i = 0; i < item.SkillRequirements.Count; i++) { SkillRequirements.Add(new SkillRequirement(item.SkillRequirements[i])); } if (item.ArtifactData != null) { ArtifactData = new ArtifactData(item.ArtifactData); } else { ArtifactData = null; } if (item.SetData != null) { SetData = new ItemSetData(item.SetData); } else { SetData = null; } if (item.UsableData != null) { UsableData = new UsableData(item.UsableData); } else { UsableData = null; } portraitRotation = item.portraitRotation; portraitPosition = item.portraitPosition; worldRotation = item.worldRotation; worldPosition = item.worldPosition; }