예제 #1
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    private void Setup()
    {
        ammoType = new WeaponTypeSet();

        currentAmmo = 0;
        maxAmmo     = 1;
    }
예제 #2
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 public WeaponTypeSet(WeaponTypeSet other) : this(bwapiPINVOKE.new_WeaponTypeSet__SWIG_1(WeaponTypeSet.getCPtr(other)), true)
 {
     if (bwapiPINVOKE.SWIGPendingException.Pending)
     {
         throw bwapiPINVOKE.SWIGPendingException.Retrieve();
     }
 }
예제 #3
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    private void Setup(AmmoPouch templateArg)
    {
        ammoType = new WeaponTypeSet(templateArg.ammoType);

        currentAmmo = templateArg.currentAmmo;
        maxAmmo     = templateArg.maxAmmo;
    }
예제 #4
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    public CharacterData(CharacterDataTemplate templateArg)
    {
        Setup(templateArg.template);

        // set color hex code from the template's character color
        characterInfo.characterHexColorCode = ColorUtility.ToHtmlStringRGB(templateArg.characterInfoColor);

        if (templateArg.favoredWeaponTypesTemplate != null)
        {
            favoredWeaponTypes = new WeaponTypeSet(templateArg.favoredWeaponTypesTemplate);
        }

        if (templateArg.characterInventoryTemplate != null)
        {
            characterInventory = new CharacterInventory(templateArg.characterInventoryTemplate);
        }

        factionReputation = new FactionReputation(templateArg.factionReputationTemplate);

        activeAbilityLoadout = new ActiveAbilityLoadout();
        foreach (ActiveAbilityTemplate iterAbilityTemp in templateArg.activeAbilityTemplates)
        {
            activeAbilityLoadout.AddActiveAbility(new ActiveAbility(iterAbilityTemp));
        }

        outfitLoadout = new CharacterOutfitLoadout();
        foreach (CharacterOutfitTemplate iterTemp in templateArg.outfitTemplates)
        {
            outfitLoadout.AddOutfit(iterTemp);
        }
    }
예제 #5
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 public WeaponTypeSetEnumerator(WeaponTypeSet collection)
 {
     collectionRef = collection;
     keyCollection = new global::System.Collections.Generic.List <WeaponType>(collection.Values);
     currentIndex  = -1;
     currentObject = null;
     currentSize   = collectionRef.Count;
 }
예제 #6
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    private void Setup(CharacterData templateArg)
    {
        characterInfo  = new CharacterInfo(templateArg.characterInfo);
        characterStats = new CharacterStats(templateArg.characterStats);

        characterInventory = new CharacterInventory(templateArg.characterInventory);
        favoredWeaponTypes = new WeaponTypeSet(templateArg.favoredWeaponTypes);

        factionReputation = new FactionReputation(templateArg.factionReputation);

        activeAbilityLoadout = new ActiveAbilityLoadout(templateArg.activeAbilityLoadout);
        outfitLoadout        = new CharacterOutfitLoadout(templateArg.outfitLoadout);
    }
예제 #7
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    private void Setup()
    {
        characterInfo  = new CharacterInfo();
        characterStats = new CharacterStats();

        characterInventory = new CharacterInventory();
        favoredWeaponTypes = new WeaponTypeSet();

        factionReputation = new FactionReputation();

        activeAbilityLoadout = new ActiveAbilityLoadout();
        outfitLoadout        = new CharacterOutfitLoadout();
    }
예제 #8
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    private void Setup(WeaponTypeSet templateArg)
    {
        setId   = templateArg.setId;
        setName = templateArg.setName;

        doesNeedAmmo = templateArg.doesNeedAmmo;

        weaponTypes = new List <WeaponType>();
        foreach (WeaponType iterType in templateArg.weaponTypes)
        {
            weaponTypes.Add(iterType);
        }
    }
예제 #9
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    public WeaponSlotData(WeaponSlotDataTemplate templateArg)
    {
        // if given a weapon
        if (templateArg.weaponDataTemplate != null)
        {
            slotWeapon = new WeaponData(templateArg.weaponDataTemplate);
        }
        // else NO weapon template given
        else
        {
            slotWeapon = null;
        }

        requiredWeaponTypeSet = new WeaponTypeSet(templateArg.weaponTypeSetTemplate);
    }
예제 #10
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 internal static global::System.Runtime.InteropServices.HandleRef getCPtr(WeaponTypeSet obj)
 {
     return((obj == null) ? new global::System.Runtime.InteropServices.HandleRef(null, global::System.IntPtr.Zero) : obj.swigCPtr);
 }
예제 #11
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    public AmmoPouch(AmmoPouchTemplate templateArg)
    {
        Setup(templateArg.template);

        ammoType = new WeaponTypeSet(templateArg.ammoTypeTemplate);
    }
예제 #12
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 public static WeaponTypeSet specialWeaponTypes() {
   WeaponTypeSet ret = new WeaponTypeSet(bwapiPINVOKE.specialWeaponTypes(), false);
   return ret;
 }
예제 #13
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 public AmmoPouch GetAmmoPouchFromAmmoType(WeaponTypeSet ammoTypeArg)
 {
     return(ammoPouches.Find(iterPouch => iterPouch.ammoType.setId == ammoTypeArg.setId));
 }
예제 #14
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 private void Setup(WeaponSlotData templateArg)
 {
     slotWeapon            = new WeaponData(templateArg.slotWeapon);
     requiredWeaponTypeSet = new WeaponTypeSet(templateArg.requiredWeaponTypeSet);
 }
예제 #15
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 private void Setup()
 {
     slotWeapon            = null;
     requiredWeaponTypeSet = null;
 }
예제 #16
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 public WeaponTypeSet(WeaponTypeSet templateArg)
 {
     Setup(templateArg);
 }