public WorldObjectData( WorldObjectData baseData ) { this.type = baseData.type; this.objectId = baseData.objectId; this.objectName = baseData.objectName; this.hitPoints = baseData.hitPoints; this.isBusy = baseData.isBusy; this.activeStatuse = baseData.activeStatuse; this.currentlySelected = baseData.currentlySelected; this.movingIntoPosition = baseData.movingIntoPosition; this.aiming = baseData.aiming; this.aimRotation = baseData.aimRotation; this.attackDelayFrameCounter = baseData.attackDelayFrameCounter; this.currentWeaponChargeTime = baseData.currentWeaponChargeTime; this.currentWeaponMultiChargeTime = baseData.currentWeaponMultiChargeTime; this.currentAttackDelayTime = baseData.currentAttackDelayTime; this.isInvincible = baseData.isInvincible; this.stateController = baseData.stateController; this.underAttackFrameCounter = baseData.underAttackFrameCounter; this.fogOfWarAgent = baseData.fogOfWarAgent; this.position = baseData.position; this.rotation = baseData.rotation; }
public BuildingStateControllerData( StateControllerData baseStateController, float spawnTimer, int controlledBuildingId ) : base(baseStateController) { this.spawnTimer = spawnTimer; this.controlledBuildingId = controlledBuildingId; }
public StateControllerData( StateControllerData baseData ) { this.currentState = baseData.currentState; this.defaultState = baseData.defaultState; this.chaseTargetId = baseData.chaseTargetId; this.controlledObjectId = baseData.controlledObjectId; this.attacking = baseData.attacking; this.aiActive = baseData.aiActive; }
public WorldObjectData( string type, int objectId, string objectName, int hitPoints, bool isBusy, List <StatusData> activeStatuse, bool currentlySelected, bool movingIntoPosition, bool aiming, Quaternion aimRotation, int attackDelayFrameCounter, float currentWeaponChargeTime, float currentWeaponMultiChargeTime, float currentAttackDelayTime, bool isInvincible, StateControllerData stateController, int underAttackFrameCounter, FogOfWarAgentData fogOfWarAgent, Vector3 position, Quaternion rotation ) { this.type = type; this.objectId = objectId; this.objectName = objectName; this.hitPoints = hitPoints; this.isBusy = isBusy; this.activeStatuse = activeStatuse; this.currentlySelected = currentlySelected; this.movingIntoPosition = movingIntoPosition; this.aiming = aiming; this.aimRotation = aimRotation; this.attackDelayFrameCounter = attackDelayFrameCounter; this.currentWeaponChargeTime = currentWeaponChargeTime; this.currentWeaponMultiChargeTime = currentWeaponMultiChargeTime; this.currentAttackDelayTime = currentAttackDelayTime; this.isInvincible = isInvincible; this.stateController = stateController; this.underAttackFrameCounter = underAttackFrameCounter; this.fogOfWarAgent = fogOfWarAgent; this.position = position; this.rotation = rotation; }
public UnitStateControllerData( StateControllerData baseStateController, List <Transform> wayPointList, int nextWayPoint, int allyAbilityTargetId, int enemyAbilityTargetId, int controlledUnitId, Vector3 aoeAbilityTarget, AbilityData abilityToUse ) : base(baseStateController) { this.wayPointList = wayPointList; this.nextWayPoint = nextWayPoint; this.allyAbilityTargetId = allyAbilityTargetId; this.enemyAbilityTargetId = enemyAbilityTargetId; this.controlledUnitId = controlledUnitId; this.aoeAbilityTarget = aoeAbilityTarget; this.abilityToUse = abilityToUse; }