private void Setup() { ammoType = new WeaponTypeSet(); currentAmmo = 0; maxAmmo = 1; }
public WeaponTypeSet(WeaponTypeSet other) : this(bwapiPINVOKE.new_WeaponTypeSet__SWIG_1(WeaponTypeSet.getCPtr(other)), true) { if (bwapiPINVOKE.SWIGPendingException.Pending) { throw bwapiPINVOKE.SWIGPendingException.Retrieve(); } }
private void Setup(AmmoPouch templateArg) { ammoType = new WeaponTypeSet(templateArg.ammoType); currentAmmo = templateArg.currentAmmo; maxAmmo = templateArg.maxAmmo; }
public CharacterData(CharacterDataTemplate templateArg) { Setup(templateArg.template); // set color hex code from the template's character color characterInfo.characterHexColorCode = ColorUtility.ToHtmlStringRGB(templateArg.characterInfoColor); if (templateArg.favoredWeaponTypesTemplate != null) { favoredWeaponTypes = new WeaponTypeSet(templateArg.favoredWeaponTypesTemplate); } if (templateArg.characterInventoryTemplate != null) { characterInventory = new CharacterInventory(templateArg.characterInventoryTemplate); } factionReputation = new FactionReputation(templateArg.factionReputationTemplate); activeAbilityLoadout = new ActiveAbilityLoadout(); foreach (ActiveAbilityTemplate iterAbilityTemp in templateArg.activeAbilityTemplates) { activeAbilityLoadout.AddActiveAbility(new ActiveAbility(iterAbilityTemp)); } outfitLoadout = new CharacterOutfitLoadout(); foreach (CharacterOutfitTemplate iterTemp in templateArg.outfitTemplates) { outfitLoadout.AddOutfit(iterTemp); } }
public WeaponTypeSetEnumerator(WeaponTypeSet collection) { collectionRef = collection; keyCollection = new global::System.Collections.Generic.List <WeaponType>(collection.Values); currentIndex = -1; currentObject = null; currentSize = collectionRef.Count; }
private void Setup(CharacterData templateArg) { characterInfo = new CharacterInfo(templateArg.characterInfo); characterStats = new CharacterStats(templateArg.characterStats); characterInventory = new CharacterInventory(templateArg.characterInventory); favoredWeaponTypes = new WeaponTypeSet(templateArg.favoredWeaponTypes); factionReputation = new FactionReputation(templateArg.factionReputation); activeAbilityLoadout = new ActiveAbilityLoadout(templateArg.activeAbilityLoadout); outfitLoadout = new CharacterOutfitLoadout(templateArg.outfitLoadout); }
private void Setup() { characterInfo = new CharacterInfo(); characterStats = new CharacterStats(); characterInventory = new CharacterInventory(); favoredWeaponTypes = new WeaponTypeSet(); factionReputation = new FactionReputation(); activeAbilityLoadout = new ActiveAbilityLoadout(); outfitLoadout = new CharacterOutfitLoadout(); }
private void Setup(WeaponTypeSet templateArg) { setId = templateArg.setId; setName = templateArg.setName; doesNeedAmmo = templateArg.doesNeedAmmo; weaponTypes = new List <WeaponType>(); foreach (WeaponType iterType in templateArg.weaponTypes) { weaponTypes.Add(iterType); } }
public WeaponSlotData(WeaponSlotDataTemplate templateArg) { // if given a weapon if (templateArg.weaponDataTemplate != null) { slotWeapon = new WeaponData(templateArg.weaponDataTemplate); } // else NO weapon template given else { slotWeapon = null; } requiredWeaponTypeSet = new WeaponTypeSet(templateArg.weaponTypeSetTemplate); }
internal static global::System.Runtime.InteropServices.HandleRef getCPtr(WeaponTypeSet obj) { return((obj == null) ? new global::System.Runtime.InteropServices.HandleRef(null, global::System.IntPtr.Zero) : obj.swigCPtr); }
public AmmoPouch(AmmoPouchTemplate templateArg) { Setup(templateArg.template); ammoType = new WeaponTypeSet(templateArg.ammoTypeTemplate); }
public static WeaponTypeSet specialWeaponTypes() { WeaponTypeSet ret = new WeaponTypeSet(bwapiPINVOKE.specialWeaponTypes(), false); return ret; }
public AmmoPouch GetAmmoPouchFromAmmoType(WeaponTypeSet ammoTypeArg) { return(ammoPouches.Find(iterPouch => iterPouch.ammoType.setId == ammoTypeArg.setId)); }
private void Setup(WeaponSlotData templateArg) { slotWeapon = new WeaponData(templateArg.slotWeapon); requiredWeaponTypeSet = new WeaponTypeSet(templateArg.requiredWeaponTypeSet); }
private void Setup() { slotWeapon = null; requiredWeaponTypeSet = null; }
public WeaponTypeSet(WeaponTypeSet templateArg) { Setup(templateArg); }