private NodeTransition(NodeTransitionSerializable serializable, Database.Loader loader) { TargetNode = UnityEngine.Mathf.Clamp(serializable.TargetNode, 1, 1000); Requirement = Requirement.Create(serializable.Requirement, loader); Weight = UnityEngine.Mathf.Clamp(serializable.Weight, 0f, 1000f); OnDataDeserialized(serializable, loader); }
private NodeAction(NodeActionSerializable serializable, Database.Loader loader) { TargetNode = UnityEngine.Mathf.Clamp(serializable.TargetNode, 1, 1000); Requirement = Requirement.Create(serializable.Requirement, loader); ButtonText = serializable.ButtonText; OnDataDeserialized(serializable, loader); }
private QuestModel(QuestSerializable serializable, Database.Loader loader) { Id = new ItemId <QuestModel>(serializable.Id); loader.AddQuest(serializable.Id, this); Name = serializable.Name; QuestType = serializable.QuestType; StartCondition = serializable.StartCondition; Weight = UnityEngine.Mathf.Clamp(serializable.Weight, 0f, 1000f); Requirement = Requirement.Create(serializable.Requirement, loader); Level = UnityEngine.Mathf.Clamp(serializable.Level, 0, 1000); Nodes = new ImmutableCollection <Node>(serializable.Nodes?.Select(item => Node.Create(item, loader))); OnDataDeserialized(serializable, loader); }
public Requirement_None(RequirementSerializable serializable, Database.Loader loader) : base(serializable, loader) { Requirements = new ImmutableCollection <Requirement>(serializable.Requirements?.Select(item => Requirement.Create(item, loader))); OnDataDeserialized(serializable, loader); }