Пример #1
0
 private void SetAttributes(PipModel Part, bool Locked, int MaxCap, int Allocated, PipModel.PartName partName)
 {
     // Sets the parts instead of creating a new gameobject as that would change the memory address and the invoked parts
     // would not get updated.
     Part.Locked    = Locked;
     Part.MaxCap    = MaxCap;
     Part.Allocated = Allocated;
     Part.Name      = partName;
 }
Пример #2
0
    public void InitializePipParts(PipModel Head, PipModel Arms, PipModel Chest, PipModel Legs)
    {
        if (Head == null ||
            Arms == null ||
            Chest == null ||
            Legs == null)
        {
            throw new ArgumentNullException(Head.ToString() + Arms.ToString() + Chest.ToString() + Legs.ToString());
        }

        SetAttributes(Head, HeadLocked, HeadMaxCap, HeadAllocated, PipModel.PartName.Head);
        SetAttributes(Arms, ArmsLocked, ArmsMaxCap, ArmsAllocated, PipModel.PartName.Arms);
        SetAttributes(Chest, ChestLocked, ChestMaxCap, ChestAllocated, PipModel.PartName.Chest);
        SetAttributes(Legs, LegsLocked, LegsMaxCap, LegsAllocated, PipModel.PartName.Legs);
    }
Пример #3
0
 public void UpdatePipPart(PipModel PipPart, bool Locked, int MaxCap, int Allocated)
 {
     SetAttributes(PipPart, Locked, MaxCap, Allocated, PipPart.Name);
 }