public PlayerData(GameManager gameManager, VampireManager vampireManager, EfficiencyUpgrades efficiencyUpgrades, HousingManager housingManager, LaborManager laborManager) { //Data is commented for easy tracing and readability #region Resources res_Blood = gameManager.res_Blood; //Blood res_HumanPop = gameManager.res_HumanPop; //Human Population res_Wood = gameManager.res_Wood; //Wood res_Stone = gameManager.res_Stone; //Stone #endregion Resources #region Vampire Data for (int a = 0; a < 10; a++) { vampires_amount_Total[a] = vampireManager.vampires_amount_Total[a]; //Amount of total vampires of each tier vampires_unlocked[a] = vampireManager.vampires_unlocked[a]; //State of the lock for vampire buttons in Lair Tab slider_savedMaxValueFeed[a] = vampireManager.slider_savedMaxValueFeed[a]; //Saved max slider value of feed of each vampire window slider_savedMaxValueInfect[a] = vampireManager.slider_savedMaxValueInfect[a]; //Saved max slider value of infect of each vampire window slider_usedFeed[a] = vampireManager.slider_usedFeed[a]; //Current allocated slider value of feed slider_usedInfect[a] = vampireManager.slider_usedInfect[a]; //Current allocated slider value of infect level_SharpenFang[a] = efficiencyUpgrades.level_SharpenFang[a]; level_TrainAgility[a] = efficiencyUpgrades.level_TrainAgility[a]; } #endregion Vampire Data #region Housing for (int a = 0; a < 10; a++) { vamp_housing_buildingAmount[a] = housingManager.vamp_housing_buildingAmount[a]; human_housing_buildingAmount[a] = housingManager.human_housing_buildingAmount[a]; } #endregion Housing #region Labor fledgelings_used_wood = laborManager.fledgelings_used_wood; fledgelings_used_stone = laborManager.fledgelings_used_stone; #endregion Labor }
// Use this for initialization void Start() { efficiencyUpgrades = GetComponent <EfficiencyUpgrades>(); }