public LootContent_RandomComponents(LootContentSerializable serializable, Database.Loader loader) : base(serializable, loader) { MinAmount = UnityEngine.Mathf.Clamp(serializable.MinAmount, 0, 999999999); MaxAmount = UnityEngine.Mathf.Clamp(serializable.MaxAmount, 0, 999999999); ValueRatio = UnityEngine.Mathf.Clamp(serializable.ValueRatio, 0.001f, 1000f); Factions = RequiredFactions.Create(serializable.Factions, loader); OnDataDeserialized(serializable, loader); }
private Fleet(FleetSerializable serializable, Database.Loader loader) { Id = new ItemId <Fleet>(serializable.Id); loader.AddFleet(serializable.Id, this); Factions = RequiredFactions.Create(serializable.Factions, loader); LevelBonus = UnityEngine.Mathf.Clamp(serializable.LevelBonus, -10000, 10000); NoRandomShips = serializable.NoRandomShips; CombatTimeLimit = UnityEngine.Mathf.Clamp(serializable.CombatTimeLimit, 0, 999); LootCondition = serializable.LootCondition; ExpCondition = serializable.ExpCondition; SpecificShips = new ImmutableCollection <ShipBuild>(serializable.SpecificShips?.Select(item => loader.GetShipBuild(new ItemId <ShipBuild>(item), true))); OnDataDeserialized(serializable, loader); }