private NodeAction(NodeActionSerializable serializable, Database.Loader loader) { TargetNode = UnityEngine.Mathf.Clamp(serializable.TargetNode, 1, 1000); Requirement = Requirement.Create(serializable.Requirement, loader); ButtonText = serializable.ButtonText; OnDataDeserialized(serializable, loader); }
public NodeAction(NodeActionSerializable serializable, Database database) { TargetNode = new NumericValue <int>(serializable.TargetNode, 1, 1000); Requirement = new Requirement(serializable.Requirement, database); ButtonText = serializable.ButtonText; OnDataDeserialized(serializable, database); }
public NodeActionSerializable Serialize() { var serializable = new NodeActionSerializable(); serializable.TargetNode = TargetNode.Value; serializable.Requirement = Requirement.Serialize(); serializable.ButtonText = ButtonText; return(serializable); }
partial void OnDataSerialized(ref NodeActionSerializable serializable);
partial void OnDataDeserialized(NodeActionSerializable serializable, Database database);
private NodeActionData(NodeActionSerializable serializable, Database database) { TargetNode = new NumericValue <int>(serializable.TargetNode, 1, 1000); Requirement = RequirementData.Deserialize(serializable.Requirement, database); ButtonText = serializable.ButtonText; }
public static NodeActionData Deserialize(NodeActionSerializable serializable, Database database) { return(new NodeActionData(serializable, database)); }
public static NodeAction Create(NodeActionSerializable serializable, Database.Loader loader) { return(new NodeAction(serializable, loader)); }
partial void OnDataDeserialized(NodeActionSerializable serializable, Database.Loader loader);