public void Copy(InfluenceDataObject _object) { if (_object == null) { return; } Enabled = _object.Enabled; Foldout = _object.Foldout; UseDamageInPercent = _object.UseDamageInPercent; UseStressInPercent = _object.UseStressInPercent; UseDebilityInPercent = _object.UseDebilityInPercent; UseHungerInPercent = _object.UseHungerInPercent; UseThirstInPercent = _object.UseThirstInPercent; Damage = _object.Damage; DamageMin = _object.DamageMin; DamageMax = _object.DamageMax; UseDamageRange = _object.UseDamageRange; Stress = _object.Stress; StressMin = _object.StressMin; StressMax = _object.StressMax; UseStressRange = _object.UseStressRange; Debility = _object.Debility; DebilityMin = _object.DebilityMin; DebilityMax = _object.DebilityMax; UseDebilityRange = _object.UseDebilityRange; Hunger = _object.Hunger; HungerMin = _object.HungerMin; HungerMax = _object.HungerMax; UseHungerRange = _object.UseHungerRange; Thirst = _object.Thirst; ThirstMin = _object.ThirstMin; ThirstMax = _object.ThirstMax; UseThirstRange = _object.UseThirstRange; Aggressivity = _object.Aggressivity; Anxiety = _object.Anxiety; Experience = _object.Experience; Nosiness = _object.Nosiness; }
public void Copy(InfluenceDataObject _object) { if (_object == null) { return; } base.Copy(_object); UseDamageInPercent = _object.UseDamageInPercent; UseStressInPercent = _object.UseStressInPercent; UseDebilityInPercent = _object.UseDebilityInPercent; UseHungerInPercent = _object.UseHungerInPercent; UseThirstInPercent = _object.UseThirstInPercent; Damage = _object.Damage; DamageMin = _object.DamageMin; DamageMax = _object.DamageMax; UseDamageRange = _object.UseDamageRange; Stress = _object.Stress; StressMin = _object.StressMin; StressMax = _object.StressMax; UseStressRange = _object.UseStressRange; Debility = _object.Debility; Hunger = _object.Hunger; Thirst = _object.Thirst; Aggressivity = _object.Aggressivity; Anxiety = _object.Anxiety; Experience = _object.Experience; Nosiness = _object.Nosiness; OverwritePerceptionTime = _object.OverwritePerceptionTime; PerceptionTimeMin = _object.PerceptionTimeMin; PerceptionTimeMax = _object.PerceptionTimeMax; OverwriteReactionTime = _object.OverwriteReactionTime; ReactionTimeMin = _object.ReactionTimeMin; ReactionTimeMax = _object.ReactionTimeMax; }
public InfluenceDataObject(InfluenceDataObject _object) : base(_object) { Copy(_object); }
public BehaviourInfluenceObject(InfluenceDataObject _object) { Copy(_object); }
//-------------------------------------------------- /// <summary> /// Updates the status influences. /// </summary> /// <param name="_influences">Influences.</param> public void UpdateStatusInfluences(InfluenceDataObject _influences) { UpdateStatusInfluences(new InfluenceObject(_influences)); }