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); } }
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(ActiveAbilityLoadout templateArg) { activeAbilities = new List <ActiveAbility>(); foreach (ActiveAbility iteratingAbility in templateArg.activeAbilities) { activeAbilities.Add(new ActiveAbility(iteratingAbility)); } quickSlotsAbilityIndices = new List <int>(); foreach (int iteratingAbilityIndex in templateArg.quickSlotsAbilityIndices) { quickSlotsAbilityIndices.Add(iteratingAbilityIndex); } }
public ActiveAbilityLoadout(ActiveAbilityLoadout templateArg) { Setup(templateArg); }