private ImpactEffectData(ImpactEffectSerializable serializable, Database database) { Type = serializable.Type; DamageType = serializable.DamageType; Power = new NumericValue <float>(serializable.Power, 0f, 1000f); Factor = new NumericValue <float>(serializable.Factor, 0f, 1f); }
public ImpactEffect(ImpactEffectSerializable serializable, Database database) { Type = serializable.Type; DamageType = serializable.DamageType; Power = new NumericValue <float>(serializable.Power, 0f, 1E+09f); Factor = new NumericValue <float>(serializable.Factor, 0f, 1f); OnDataDeserialized(serializable, database); }
private ImpactEffect(ImpactEffectSerializable serializable, Database.Loader loader) { Type = serializable.Type; DamageType = serializable.DamageType; Power = UnityEngine.Mathf.Clamp(serializable.Power, 0f, 1E+09f); Factor = UnityEngine.Mathf.Clamp(serializable.Factor, 0f, 1f); OnDataDeserialized(serializable, loader); }
public ImpactEffectSerializable Serialize() { var serializable = new ImpactEffectSerializable(); serializable.Type = Type; serializable.DamageType = DamageType; serializable.Power = Power.Value; serializable.Factor = Factor.Value; return(serializable); }
public static ImpactEffectData Deserialize(ImpactEffectSerializable serializable, Database database) { return(new ImpactEffectData(serializable, database)); }
partial void OnDataSerialized(ref ImpactEffectSerializable serializable);
partial void OnDataDeserialized(ImpactEffectSerializable serializable, Database database);
public static ImpactEffect Create(ImpactEffectSerializable serializable, Database.Loader loader) { return(new ImpactEffect(serializable, loader)); }
partial void OnDataDeserialized(ImpactEffectSerializable serializable, Database.Loader loader);