public AmmunitionObsolete(SerializableAmmunitionObsolete ammunitionObsolete, Database database) { ItemId = new ItemId <AmmunitionObsolete>(ammunitionObsolete.Id, ammunitionObsolete.FileName); AmmunitionClass = ammunitionObsolete.AmmunitionClass; DamageType = ammunitionObsolete.DamageType; Impulse = new NumericValue <float>(ammunitionObsolete.Impulse, 0, 10); Recoil = new NumericValue <float>(ammunitionObsolete.Recoil, 0, 10); Size = new NumericValue <float>(ammunitionObsolete.Size, 0, 1000); InitialPosition = ammunitionObsolete.InitialPosition; AreaOfEffect = new NumericValue <float>(ammunitionObsolete.AreaOfEffect, 0, 1000); Range = new NumericValue <float>(ammunitionObsolete.Range, 0, 1000); Damage = new NumericValue <float>(ammunitionObsolete.Damage, 0, 10000); Velocity = new NumericValue <float>(ammunitionObsolete.Velocity, 0, 1000); LifeTime = new NumericValue <float>(ammunitionObsolete.LifeTime, 0, 1000); IgnoresShipSpeed = ammunitionObsolete.IgnoresShipVelocity; HitPoints = new NumericValue <int>(ammunitionObsolete.HitPoints, 0, 1000); EnergyCost = new NumericValue <float>(ammunitionObsolete.EnergyCost, 0, 1000); var coupledAmmo = database.GetAmmunitionObsolete(ammunitionObsolete.CoupledAmmunitionId); if (coupledAmmo != null) { CoupledAmmunitionId = coupledAmmo.ItemId; } Color = Helpers.ColorFromString(ammunitionObsolete.Color); FireSound = ammunitionObsolete.FireSound; HitSound = ammunitionObsolete.HitSound; HitEffectPrefab = ammunitionObsolete.HitEffectPrefab; BulletPrefab = ammunitionObsolete.BulletPrefab; }
public void Save(SerializableAmmunitionObsolete serializable) { serializable.AmmunitionClass = AmmunitionClass; serializable.DamageType = DamageType; serializable.Impulse = Impulse.Value; serializable.Recoil = Recoil.Value; serializable.Size = Size.Value; serializable.InitialPosition = InitialPosition; serializable.AreaOfEffect = AreaOfEffect.Value; serializable.Damage = Damage.Value; serializable.Velocity = Velocity.Value; serializable.Range = Range.Value; serializable.LifeTime = LifeTime.Value; serializable.IgnoresShipVelocity = IgnoresShipSpeed; serializable.HitPoints = HitPoints.Value; serializable.EnergyCost = EnergyCost.Value; serializable.CoupledAmmunitionId = CoupledAmmunitionId.Id; serializable.Color = Helpers.ColorToString(Color); serializable.FireSound = FireSound; serializable.HitSound = HitSound; serializable.HitEffectPrefab = HitEffectPrefab; serializable.BulletPrefab = BulletPrefab; }