public void Save() { _worldEntityNetwork.worldEntity.name = armorName.text; _worldEntityNetwork.worldEntity.armour.resistance = int.Parse(armorName.text); _worldEntityNetwork.UpdateWorldEntity(); }
public void Save() { _worldEntityNetwork.ChangeName(weaponName.text); var w = _worldEntityNetwork.worldEntity.weapon; w.numberOfDices = int.Parse(numberOfDices.text); w.dice = (DiceType)dice.value; w.rangeMin = int.Parse(rangeMin.text); w.rangeMax = int.Parse(rangeMax.text); _worldEntityNetwork.UpdateWorldEntity(); }
public void Save() { var c = _worldEntityNetwork.worldEntity.character; c.classesLevel = classesLevel.text; c.races = races.text; c.alignment = alignment.text; c.divinity = divinity.text; c.age = age.text; c.gender = gender.text; c.height = float.Parse(height.text); c.weight = float.Parse(weight.text); c.eyes = eyes.text; c.hair = hair.text; c.skin = skin.text; c.strenght = int.Parse(strenght.text); c.dexterity = int.Parse(dexterity.text); c.consitution = int.Parse(consitution.text); c.intelligence = int.Parse(intelligence.text); c.wisdom = int.Parse(wisdom.text); c.charisma = int.Parse(charisma.text); c.armorClass = int.Parse(armorClass.text); c.currentHitPoint = int.Parse(currentHitPoint.text); c.temporaryHitPoint = int.Parse(temporaryHitPoint.text); c.speed = int.Parse(speed.text); c.st_strenght = int.Parse(st_strenght.text); c.st_dexterity = int.Parse(st_dexterity.text); c.st_constitutio = int.Parse(st_constitutio.text); c.st_intelligence = int.Parse(st_intelligence.text); c.st_wisdom = int.Parse(st_wisdom.text); c.st_charisma = int.Parse(st_charisma.text); _worldEntityNetwork.UpdateWorldEntity(); }
public void Save() { _worldEntityNetwork.worldEntity.name = itemName.text; _worldEntityNetwork.UpdateWorldEntity(); }