/// <summary> /// Copy from loaded item. /// shouldn't copy non-serialized fields /// </summary> /// <param name="source"> source for copying </param> public override void Copy(AbstractObject source) { base.Copy(source); MineralResource rsc = source as MineralResource; m_count = rsc.m_count; }
/// <summary> /// parsing excel data into current format /// </summary> /// <param name="itm">target</param> /// <param name="repItm">source</param> /// <returns> parsed item </returns> public static new AbstractObject Parse(AbstractObject itm, ExcelLoading.AbstractObject repItm) { ExcelLoading.Resource repRes = repItm as ExcelLoading.Resource; Resource res = itm as Resource; res.m_growingPercent = repRes.growing_percent; res.m_currentMax = (int)res.m_maxCount; return(MineralResource.Parse(itm, repItm)); }
/// <summary> /// parsing excel data into current format /// </summary> /// <param name="itm">target</param> /// <param name="repItm">source</param> /// <returns> parsed item </returns> public static new AbstractObject Parse(AbstractObject itm, ExcelLoading.AbstractObject repItm) { ExcelLoading.MineralResource repRes = repItm as ExcelLoading.MineralResource; MineralResource res = itm as MineralResource; res.m_maxCount = decimal.ToInt32(repRes.maximum_in_territory); res.m_count = res.m_maxCount; return(AbstractObject.Parse(itm, repItm)); }
/// <summary> /// loading data from xml files /// </summary> public void Loading() { //order is important! from parents to children, science the last one EffectTypeHolder.Load("effect_map"); MineralResource.Load("mineralResource_Map"); //Debug.Log("all items amount:" + GameAbstractItem.ItemsCount()); Resource.Load("resource_Map"); //Debug.Log("all items amount:" + GameAbstractItem.ItemsCount()); GameMaterial.Load("materials_Map"); //Debug.Log("all items amount:" + GameAbstractItem.ItemsCount()); Items.Load("items_Map"); //Debug.Log("all items amount:" + GameAbstractItem.ItemsCount()); Buildings.Load("buildings_Map"); //Debug.Log("all items amount:" + GameAbstractItem.ItemsCount()); Army.Load("army_map"); //Debug.Log("all items amount:" + GameAbstractItem.ItemsCount()); Process.Load("process_map"); //Debug.Log("all items amount:" + GameAbstractItem.ItemsCount()); Science.Load("science_map"); //Debug.Log("all items amount:" + GameAbstractItem.ItemsCount()); DomesticAnimal.Load("domesticAnimal_map"); //Debug.Log("all items amount:" + GameAbstractItem.ItemsCount()); WildAnimal.Load("wildAnimal_map"); //Debug.Log("all items amount:" + GameAbstractItem.ItemsCount()); LearningTip.Load("AllTips_Map"); GameAbstractItem.ParseDependency(); Population ppl = new Population { m_people = GetComponent <People>(), m_isItOpen = 1 }; AbstractObject.m_sEverything.Add(ppl); Localization.GetLocalization().FirstLoad(); Localization.GetLocalization().ChangeLanguage(Localization.GetLocalization().m_currentLanguage); AbstractObject.ClearUnparsed(); Debug.Log("loading finished"); }