public Node_Condition(NodeSerializable serializable, Database.Loader loader) : base(serializable, loader) { Message = serializable.Message; Transitions = new ImmutableCollection <NodeTransition>(serializable.Transitions?.Select(item => NodeTransition.Create(item, loader))); OnDataDeserialized(serializable, loader); }
public Node_Random(NodeSerializable serializable, Database.Loader loader) : base(serializable, loader) { Message = serializable.Message; DefaultTransition = UnityEngine.Mathf.Clamp(serializable.DefaultTransition, 0, 1000); Transitions = new ImmutableCollection <NodeTransition>(serializable.Transitions?.Select(item => NodeTransition.Create(item, loader))); OnDataDeserialized(serializable, loader); }