public UsableData(UsableData data) { Cooldown = new CooldownComponent(data.Cooldown.Type, data.Cooldown.Value); Effects = new List <AbilityEffect>(); for (int i = 0; i < data.Effects.Count; i++) { Effects.Add(data.Effects[i]); } }
public ItemData() { Name = ""; Key = ""; Type = ItemType.None; Slot = EquipmentSlot.None; Hardness = ItemHardnessAllowed.None; NameFormat = ItemNameFormat.None; IconKey = ""; MeshKey = ""; TextureKey = ""; particleEffect = ""; StackSize = 0; Power = 0; Actions = 0; HoursToBuild = 0; WeaponData = null; AmmoData = null; WearableData = null; AccessoryData = null; IngredientData = null; Material = null; Quality = null; PreEnchant = null; PostEnchant = null; ArtifactData = null; SetData = null; UsableData = null; SkillRequirements = new List <SkillRequirement>(); description = ""; attributesTooltip = ""; effectsTooltip = ""; portraitRotation = Vector3.zero; portraitPosition = Vector3.zero; worldRotation = Vector3.zero; worldPosition = Vector3.zero; }
public ItemDefinition() { Name = ""; Key = ""; Description = "empty"; IconKey = ""; MeshKey = ""; TextureKey = ""; particleEffect = ""; equipSound = ""; unequipSound = ""; Type = ItemType.None; Slot = EquipmentSlot.None; Hardness = ItemHardnessAllowed.None; NameFormat = ItemNameFormat.None; Actions = 0; BasePower = 0; BaseBuildTime = 0; DurabilityMax = 0; WeaponData = null; AmmoData = null; WearableData = null; AccessoryData = null; IngredientData = null; UsableData = null; BaseBuildTime = 0; SkillRequirements = new List <SkillRequirement>(); Value = 0; TooltipText = ""; portraitRotation = Vector3.zero; portraitPosition = Vector3.zero; worldRotation = Vector3.zero; worldPosition = Vector3.zero; }
public ItemDefinition(string name, string key, string iconKey, string meshKey, string textureKey, EquipmentSlot slot, int durability, int power, int hours, int value, int actions, ItemType type, ItemHardnessAllowed hardness, ItemNameFormat format, WeaponData weapon, AmmoData ammo, WearableData armor, AccessoryData accessory, IngredientData ingredient, UsableData usable, Vector3 portraitRotation, Vector3 worldRotation, Vector3 portraitPosition, Vector3 worldPosition, string particleEffect) { Name = name; Key = key; Description = "empty"; Type = type; NameFormat = format; IconKey = iconKey; MeshKey = meshKey; TextureKey = textureKey; this.particleEffect = particleEffect; Value = value; Actions = actions; BasePower = power; BaseBuildTime = hours; Slot = slot; DurabilityMax = durability; Hardness = hardness; if (weapon != null) { WeaponData = new WeaponData(weapon); } else { WeaponData = null; } if (ammo != null) { AmmoData = new AmmoData(ammo); } else { AmmoData = null; } if (armor != null) { WearableData = new WearableData(armor); } else { WearableData = null; } if (accessory != null) { AccessoryData = new AccessoryData(accessory); } else { AccessoryData = null; } if (ingredient != null) { IngredientData = new IngredientData(ingredient); } else { IngredientData = null; } if (usable != null) { UsableData = new UsableData(usable); } else { UsableData = null; } SkillRequirements = new List <SkillRequirement>(); SetTooltipText(); this.portraitRotation = portraitRotation; this.portraitPosition = portraitPosition; this.worldRotation = worldRotation; this.worldPosition = worldPosition; }
public ItemDefinition(ItemDefinition item) { Name = item.Name; Key = item.Key; Description = item.Description; Type = item.Type; NameFormat = item.NameFormat; IconKey = item.IconKey; MeshKey = item.MeshKey; TextureKey = item.TextureKey; particleEffect = item.particleEffect; Actions = item.Actions; BaseBuildTime = item.BaseBuildTime; BasePower = item.BasePower; Slot = item.Slot; DurabilityMax = item.DurabilityMax; Hardness = item.Hardness; if (item.WeaponData != null) { WeaponData = new WeaponData(item.WeaponData); } else { WeaponData = null; } if (item.AmmoData != null) { AmmoData = new AmmoData(item.AmmoData); } else { AmmoData = null; } if (item.WearableData != null) { WearableData = new WearableData(item.WearableData); } else { WearableData = null; } if (item.AccessoryData != null) { AccessoryData = new AccessoryData(item.AccessoryData); } else { AccessoryData = null; } if (item.IngredientData != null) { IngredientData = new IngredientData(item.IngredientData); } else { IngredientData = null; } if (item.UsableData != null) { UsableData = new UsableData(item.UsableData); } else { UsableData = null; } Value = item.Value; SkillRequirements = new List <SkillRequirement>(); for (int i = 0; i < item.SkillRequirements.Count; i++) { SkillRequirements.Add(new SkillRequirement(item.SkillRequirements[i])); } SetTooltipText(); portraitRotation = item.portraitRotation; portraitPosition = item.portraitPosition; worldRotation = item.worldRotation; worldPosition = item.worldPosition; }
public ItemData(ItemDefinition def, int stack_size) { Name = def.Name; Key = def.Key; Type = def.Type; NameFormat = def.NameFormat; IconKey = def.IconKey; MeshKey = def.MeshKey; TextureKey = def.TextureKey; particleEffect = def.particleEffect; StackSize = stack_size; Slot = def.Slot; DurabilityMax = def.DurabilityMax; Hardness = def.Hardness; if (def.WeaponData != null && def.WeaponData.Type != WeaponType.None) { WeaponData = new WeaponData(def.WeaponData); } else { WeaponData = null; } if (def.AmmoData != null && def.AmmoData.Type != AmmoType.None) { AmmoData = new AmmoData(def.AmmoData); } else { AmmoData = null; } if (def.WearableData != null && def.WearableData.Type != WearableType.None) { WearableData = new WearableData(def.WearableData); } else { WearableData = null; } if (def.AccessoryData != null && def.AccessoryData.Type != AccessoryType.None) { AccessoryData = new AccessoryData(def.AccessoryData); } else { AccessoryData = null; } if (def.IngredientData != null && def.IngredientData.Type != IngredientType.None) { IngredientData = new IngredientData(def.IngredientData); } else { AccessoryData = null; } if (UsableData != null) { UsableData = new UsableData(def.UsableData); } else { UsableData = null; } SkillRequirements = new List <SkillRequirement>(); for (int i = 0; i < def.SkillRequirements.Count; i++) { SkillRequirements.Add(new SkillRequirement(def.SkillRequirements[i])); } Actions = def.Actions; HoursToBuild = def.BaseBuildTime; Power = def.BasePower; description = ""; attributesTooltip = ""; effectsTooltip = ""; portraitRotation = def.portraitRotation; portraitPosition = def.portraitPosition; worldRotation = def.worldRotation; worldPosition = def.worldPosition; }
public ItemData(ItemData item) { Name = item.Name; Key = item.Key; Type = item.Type; NameFormat = item.NameFormat; IconKey = item.IconKey; MeshKey = item.MeshKey; TextureKey = item.TextureKey; particleEffect = item.particleEffect; Slot = item.Slot; DurabilityCur = item.DurabilityCur; DurabilityMax = item.DurabilityMax; StackSize = item.StackSize; Hardness = item.Hardness; Power = item.Power; Actions = item.Actions; HoursToBuild = item.HoursToBuild; Rarity = item.Rarity; description = item.description; attributesTooltip = item.attributesTooltip; effectsTooltip = item.effectsTooltip; if (item.WeaponData != null) { WeaponData = new WeaponData(item.WeaponData); } else { WeaponData = null; } if (item.AmmoData != null) { AmmoData = new AmmoData(item.AmmoData); } else { AmmoData = null; } if (item.WearableData != null) { WearableData = new WearableData(item.WearableData); } else { WearableData = null; } if (item.AccessoryData != null) { AccessoryData = new AccessoryData(item.AccessoryData); } else { AccessoryData = null; } if (item.IngredientData != null) { IngredientData = new IngredientData(item.IngredientData); } else { IngredientData = null; } if (item.Material != null) { Material = new ItemModifier(item.Material); } else { Material = null; } if (item.Quality != null) { Quality = new ItemModifier(item.Quality); } else { Quality = null; } if (item.PreEnchant != null) { PreEnchant = new ItemModifier(item.PreEnchant); } else { PreEnchant = null; } if (item.PostEnchant != null) { PostEnchant = new ItemModifier(item.PostEnchant); } else { PostEnchant = null; } SkillRequirements = new List <SkillRequirement>(); for (int i = 0; i < item.SkillRequirements.Count; i++) { SkillRequirements.Add(new SkillRequirement(item.SkillRequirements[i])); } if (item.ArtifactData != null) { ArtifactData = new ArtifactData(item.ArtifactData); } else { ArtifactData = null; } if (item.SetData != null) { SetData = new ItemSetData(item.SetData); } else { SetData = null; } if (item.UsableData != null) { UsableData = new UsableData(item.UsableData); } else { UsableData = null; } portraitRotation = item.portraitRotation; portraitPosition = item.portraitPosition; worldRotation = item.worldRotation; worldPosition = item.worldPosition; }