public void Save(SerializableFleet serializable) { serializable.Factions = Factions.Serialize(); serializable.CombatTimeLimit = CombatTimeLimit.Value; serializable.LevelBonus = LevelBonus.Value; serializable.NoRandomShips = NoRandomShips; serializable.LootCondition = (int)LootCondition; serializable.ExpCondition = (int)ExpCondition; serializable.SpecificShips = SpecificShips?.Select(item => item.Item.Id).ToArray(); }
public Fleet(SerializableFleet fleet, Database database) { ItemId = new ItemId <Fleet>(fleet.Id, fleet.FileName); Factions = new FactionFilter(fleet.Factions, database); CombatTimeLimit = new NumericValue <int>(fleet.CombatTimeLimit, 0, 999); LevelBonus = new NumericValue <int>(fleet.LevelBonus, -100, 100); NoRandomShips = fleet.NoRandomShips; LootCondition = (RewardCondition)fleet.LootCondition; ExpCondition = (RewardCondition)fleet.ExpCondition; Factions = new FactionFilter(fleet.Factions, database); SpecificShips = fleet.SpecificShips?.Select(item => new Wrapper <ShipBuild> { Item = database.GetShipBuildId(item) }).ToArray(); }