public void Load(LootContentSerializable serializable, Database database) { MinAmount = new NumericValue <int>(serializable.MinAmount, 0, 999999999); MaxAmount = new NumericValue <int>(serializable.MaxAmount, 0, 999999999); ValueRatio = new NumericValue <float>(serializable.ValueRatio, 0.001f, 1000f); Factions = new RequiredFactions(serializable.Factions, database); OnDataDeserialized(serializable, database); }
public QuestOrigin(QuestOriginSerializable serializable, Database database) { Type = serializable.Type; Factions = new RequiredFactions(serializable.Factions, database); MinDistance = new NumericValue <int>(serializable.MinDistance, 0, 9999); MaxDistance = new NumericValue <int>(serializable.MaxDistance, 0, 9999); MinRelations = new NumericValue <int>(serializable.MinRelations, -100, 100); MaxRelations = new NumericValue <int>(serializable.MaxRelations, -100, 100); OnDataDeserialized(serializable, database); }
public Fleet(FleetSerializable serializable, Database database) { Id = new ItemId <Fleet>(serializable.Id, serializable.FileName); Factions = new RequiredFactions(serializable.Factions, database); LevelBonus = new NumericValue <int>(serializable.LevelBonus, -10000, 10000); NoRandomShips = serializable.NoRandomShips; CombatTimeLimit = new NumericValue <int>(serializable.CombatTimeLimit, 0, 999); LootCondition = serializable.LootCondition; ExpCondition = serializable.ExpCondition; SpecificShips = serializable.SpecificShips?.Select(id => new Wrapper <ShipBuild> { Item = database.GetShipBuildId(id) }).ToArray(); OnDataDeserialized(serializable, database); }