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 BossPartData( WorldObjectData baseObjectData, AbilityAgentData abilityAgent, int aimTargetId ) : base(baseObjectData) { this.abilityAgent = abilityAgent; this.aimTargetId = aimTargetId; }
public BuildingData( WorldObjectData baseObjectData, BuildingStateControllerData stateController, Queue <string> buildQueue, Vector3 rallyPoint, float currentBuildProgress, Vector3 spawnPoint ) : base(baseObjectData) { this.stateController = null; this.buildingStateController = stateController; this.buildQueue = buildQueue; this.rallyPoint = rallyPoint; this.currentBuildProgress = currentBuildProgress; this.spawnPoint = spawnPoint; }
public UnitData( WorldObjectData baseObjectData, UnitStateControllerData stateController, AbilityAgentData abilityAgent, bool holdingPosition, int aimTargetId, Vector3 destination ) : base(baseObjectData) { this.stateController = null; this.unitStateController = stateController; this.abilityAgent = abilityAgent; this.holdingPosition = holdingPosition; this.aimTargetId = aimTargetId; this.destination = destination; }