public void Load(ShipSaveData ship) { currentShip = ship; inpt_name.text = ship.name; inpt_accelleration.text = ship.accelerationBonus.ToString (); inpt_award.text = ship.award.ToString (); inpt_hp.text = ship.baseHP.ToString (); inpt_maxSpeed.text = ship.maxSpeedBonus.ToString (); inpt_minSpeed.text = ship.minSpeedBonus.ToString (); inpt_strafe.text = ship.strafeBonus.ToString (); inpt_weight.text = ship.maxCargoWeight.ToString (); sprite_icon.spriteName = ship.sprite; sprt_sprite.spriteName = ship.icon; RefreshEngineSlotsList (); poplst_engineSlots.selection = "-"; poplst_engineSlots.selection = poplst_engineSlots.items [0]; RefreshHullSlotsList (); poplst_hullSlots.selection = "-"; poplst_hullSlots.selection = poplst_hullSlots.items [0]; RefreshWeaponSlotsList (); poplst_weaponSlots.selection = "-"; poplst_weaponSlots.selection = poplst_weaponSlots.items [0]; RefreshMiscSlotsList (); poplst_miscSlots.selection = "-"; poplst_miscSlots.selection = poplst_miscSlots.items [0]; }
public object Clone() { ShipSaveData ret = new ShipSaveData (); ret.icon = icon; ret.name = name; ret.accelerationBonus = accelerationBonus; ret.award = award; ret.baseHP = baseHP; ret.baseEP = baseEP; ret.baseEPRegen = baseEPRegen; ret.baseSP = baseSP; ret.baseSPRegen = baseSPRegen; ret.baseSPRegenDelay = baseSPRegenDelay; ret.maxCargoWeight = maxCargoWeight; ret.maxSpeedBonus = maxSpeedBonus; ret.minSpeedBonus = minSpeedBonus; ret.sprite = sprite; ret.strafeBonus = strafeBonus; ret.engineSlots = new List<UnityEngine.Vector2> (engineSlots); ret.hullSlots = new List<UnityEngine.Vector2> (hullSlots); ret.weaponSlots = new List<UnityEngine.Vector2> (weaponSlots); ret.miscSlots = new List<UnityEngine.Vector2> (miscSlots); return ret; }
public BattleShip(ShipSaveData save, GameDataManager dataManager) { List <BattleModule> modules = new List <BattleModule>(); foreach (ModuleSaveData module in save.Modules) { modules.Add(new BattleModule(module, this, dataManager)); } AddModules(modules); Position = save.Position; Velocity = save.Velocity; }
public void TestShip(object sender, EventArgs e) { if (ActiveMode == Mode.Build) { TempSave = new ShipSaveData(Ship); ActiveMode = Mode.Test; } else { Ship = new BattleShip(TempSave, DataManager); ActiveMode = Mode.Build; } }
public void LoadShip(object sender, EventArgs e) { ShipSaveData data = ShipSaveData.Load("Ships", "test.ship"); Ship = new BattleShip(data, DataManager); }
public void SaveShip(object sender, EventArgs e) { ShipSaveData data = new ShipSaveData(Ship); data.Save("Ships", "test.ship"); }
void Start() { int r = Random.Range (1000, 9999); currentShip = new ShipSaveData ("Ship" + r); }