void LoadLocalValueAmount() { if (Data.ammoType != ItemUseableData.AmmoType.Local) { return; } if (ammoAmountLocal.IsInitialized) { return; } ammoAmountLocal = null; //need to serialize and copy local data to the item ammoAmountLocal = new ValueAmountLocal(); if (Data.localAmmo.data) { ammoAmountLocal.CopyValues(Data.localAmmo); ammoAmountLocal.Initialize(this); } else { Debug.Log("No data found on " + gameObject + " in " + Data); } }
void LoadUnitValueAmount() { if (Data.ammoType != ItemUseableData.AmmoType.Unit) { return; } if (ammoAmountLocal.IsInitialized) { return; } ammoAmountLocal = null; var ind = Data.globalAmmo.indexValue; if (dropped) { ammoAmountLocal = lastUnitOwner.GetLocalValue(ind); } else { //get the ammo from the unit ammoAmountLocal = curUnitOwner.GetLocalValue(ind); } if (ammoAmountLocal != null) { Debug.Log("Loaded " + ammoAmountLocal.valueName + " onto " + gameObject); } else { Debug.Log("Could not find local ammo value!"); } }
protected virtual void LoadVitalities(ValueAmountLocal[] _valueAmounts) { valueAmountLocals = new ValueAmountLocal[_valueAmounts.Length]; for (int i = 0; i < valueAmountLocals.Length; i++) { valueAmountLocals[i] = new ValueAmountLocal(); valueAmountLocals[i].CopyValues(_valueAmounts[i]); valueAmountLocals[i].Initialize(this); valueAmountLocals[i].RefreshUI(); } }
public void LoadValueData() { //initialize array size var size = managerData.valueAmountLocals.Length; valueLocals = new ValueAmountLocal[size]; //serialize or "copy" the local values from the data to this script. for (int i = 0; i < size; i++) { var localAmmo = managerData.valueAmountLocals[i]; valueLocals[i] = new ValueAmountLocal(); valueLocals[i].CopyValues(localAmmo); } }
public void CopyValues(ValueAmountLocal _local) { //public values valueName = _local.valueName; data = _local.data; maxCount = _local.maxCount; unlimitedTotalAmount = _local.unlimitedTotalAmount; //private curSize = _local.Size; curAmount = _local.CurAmount; curInd = _local.CurIndex; totalAmount = _local.totalAmount; reloading = _local.IsReloading; recharging = _local.IsRecharging; empty = _local.IsEmpty; if (_local.CurUI) { CurUI = _local.CurUI; RefreshUI(); } }