mirror of
https://github.com/FriendshipIsEpic/FiE-Game.git
synced 2024-12-01 17:37:59 +01:00
557 lines
14 KiB
C#
557 lines
14 KiB
C#
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// Assembly-CSharp, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null
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// GameDataEditor.GDESkillTreeData
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using System.Collections.Generic;
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using GameDataEditor;
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namespace GameDataEditor
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{
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public class GDESkillTreeData : IGDEData
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{
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private static string IDKey = "ID";
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private int _ID;
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private static string SkillLevelKey = "SkillLevel";
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private int _SkillLevel;
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private static string OptionIDKey = "OptionID";
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private int _OptionID;
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private static string CostKey = "Cost";
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private int _Cost;
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private static string Value1Key = "Value1";
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private float _Value1;
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private static string Value2Key = "Value2";
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private float _Value2;
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private static string Value3Key = "Value3";
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private float _Value3;
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private static string Value4Key = "Value4";
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private float _Value4;
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private static string Value5Key = "Value5";
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private float _Value5;
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private static string SkillGroupKey = "SkillGroup";
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private GDESkillGroupData _SkillGroup;
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private static string GameCharacterTypeKey = "GameCharacterType";
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private GDEGameCharacterTypeData _GameCharacterType;
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private static string AbilityKey = "Ability";
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private GDEAbilityData _Ability;
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private static string SkillTypeKey = "SkillType";
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private GDESkillTypeData _SkillType;
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private static string RelatedSkillKey = "RelatedSkill";
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private GDESkillTreeData _RelatedSkill;
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private static string UIColorKey = "UIColor";
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private GDESkillUIColorData _UIColor;
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private static string SpecificDescriptionTextKey = "SpecificDescriptionText";
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private GDEConstantTextListData _SpecificDescriptionText;
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public int ID
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{
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get
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{
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return _ID;
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}
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set
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{
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if (_ID != value)
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{
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_ID = value;
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GDEDataManager.SetInt(_key + "_" + IDKey, _ID);
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}
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}
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}
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public int SkillLevel
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{
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get
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{
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return _SkillLevel;
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}
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set
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{
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if (_SkillLevel != value)
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{
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_SkillLevel = value;
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GDEDataManager.SetInt(_key + "_" + SkillLevelKey, _SkillLevel);
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}
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}
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}
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public int OptionID
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{
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get
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{
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return _OptionID;
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}
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set
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{
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if (_OptionID != value)
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{
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_OptionID = value;
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GDEDataManager.SetInt(_key + "_" + OptionIDKey, _OptionID);
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}
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}
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}
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public int Cost
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{
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get
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{
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return _Cost;
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}
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set
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{
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if (_Cost != value)
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{
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_Cost = value;
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GDEDataManager.SetInt(_key + "_" + CostKey, _Cost);
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}
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}
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}
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public float Value1
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{
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get
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{
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return _Value1;
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}
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set
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{
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if (_Value1 != value)
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{
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_Value1 = value;
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GDEDataManager.SetFloat(_key + "_" + Value1Key, _Value1);
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}
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}
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}
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public float Value2
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{
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get
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{
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return _Value2;
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}
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set
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{
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if (_Value2 != value)
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{
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_Value2 = value;
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GDEDataManager.SetFloat(_key + "_" + Value2Key, _Value2);
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}
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}
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}
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public float Value3
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{
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get
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{
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return _Value3;
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}
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set
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{
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if (_Value3 != value)
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{
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_Value3 = value;
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GDEDataManager.SetFloat(_key + "_" + Value3Key, _Value3);
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}
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}
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}
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public float Value4
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{
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get
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{
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return _Value4;
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}
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set
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{
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if (_Value4 != value)
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{
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_Value4 = value;
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GDEDataManager.SetFloat(_key + "_" + Value4Key, _Value4);
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}
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}
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}
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public float Value5
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{
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get
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{
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return _Value5;
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}
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set
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{
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if (_Value5 != value)
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{
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_Value5 = value;
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GDEDataManager.SetFloat(_key + "_" + Value5Key, _Value5);
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}
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}
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}
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public GDESkillGroupData SkillGroup
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{
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get
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{
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return _SkillGroup;
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}
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set
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{
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if (_SkillGroup != value)
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{
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_SkillGroup = value;
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GDEDataManager.SetCustom(_key + "_" + SkillGroupKey, _SkillGroup);
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}
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}
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}
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public GDEGameCharacterTypeData GameCharacterType
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{
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get
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{
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return _GameCharacterType;
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}
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set
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{
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if (_GameCharacterType != value)
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{
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_GameCharacterType = value;
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GDEDataManager.SetCustom(_key + "_" + GameCharacterTypeKey, _GameCharacterType);
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}
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}
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}
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public GDEAbilityData Ability
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{
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get
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{
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return _Ability;
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}
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set
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{
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if (_Ability != value)
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{
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_Ability = value;
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GDEDataManager.SetCustom(_key + "_" + AbilityKey, _Ability);
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}
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}
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}
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public GDESkillTypeData SkillType
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{
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get
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{
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return _SkillType;
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}
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set
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{
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if (_SkillType != value)
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{
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_SkillType = value;
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GDEDataManager.SetCustom(_key + "_" + SkillTypeKey, _SkillType);
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}
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}
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}
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public GDESkillTreeData RelatedSkill
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{
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get
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{
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return _RelatedSkill;
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}
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set
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{
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if (_RelatedSkill != value)
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{
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_RelatedSkill = value;
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GDEDataManager.SetCustom(_key + "_" + RelatedSkillKey, _RelatedSkill);
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}
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}
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}
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public GDESkillUIColorData UIColor
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{
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get
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{
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return _UIColor;
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}
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set
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{
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if (_UIColor != value)
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{
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_UIColor = value;
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GDEDataManager.SetCustom(_key + "_" + UIColorKey, _UIColor);
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}
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}
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}
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public GDEConstantTextListData SpecificDescriptionText
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{
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get
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{
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return _SpecificDescriptionText;
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}
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set
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{
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if (_SpecificDescriptionText != value)
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{
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_SpecificDescriptionText = value;
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GDEDataManager.SetCustom(_key + "_" + SpecificDescriptionTextKey, _SpecificDescriptionText);
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}
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}
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}
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public GDESkillTreeData()
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{
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_key = string.Empty;
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}
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public GDESkillTreeData(string key)
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{
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_key = key;
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}
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public override void LoadFromDict(string dataKey, Dictionary<string, object> dict)
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{
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_key = dataKey;
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if (dict == null)
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{
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LoadFromSavedData(dataKey);
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return;
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}
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dict.TryGetInt(IDKey, out _ID);
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dict.TryGetInt(SkillLevelKey, out _SkillLevel);
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dict.TryGetInt(OptionIDKey, out _OptionID);
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dict.TryGetInt(CostKey, out _Cost);
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dict.TryGetFloat(Value1Key, out _Value1);
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dict.TryGetFloat(Value2Key, out _Value2);
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dict.TryGetFloat(Value3Key, out _Value3);
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dict.TryGetFloat(Value4Key, out _Value4);
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dict.TryGetFloat(Value5Key, out _Value5);
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dict.TryGetString(SkillGroupKey, out var value);
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GDEDataManager.DataDictionary.TryGetCustom<string, object, GDESkillGroupData>(value, out _SkillGroup);
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dict.TryGetString(GameCharacterTypeKey, out value);
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GDEDataManager.DataDictionary.TryGetCustom<string, object, GDEGameCharacterTypeData>(value, out _GameCharacterType);
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dict.TryGetString(AbilityKey, out value);
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GDEDataManager.DataDictionary.TryGetCustom<string, object, GDEAbilityData>(value, out _Ability);
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dict.TryGetString(SkillTypeKey, out value);
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GDEDataManager.DataDictionary.TryGetCustom<string, object, GDESkillTypeData>(value, out _SkillType);
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dict.TryGetString(RelatedSkillKey, out value);
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GDEDataManager.DataDictionary.TryGetCustom<string, object, GDESkillTreeData>(value, out _RelatedSkill);
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dict.TryGetString(UIColorKey, out value);
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GDEDataManager.DataDictionary.TryGetCustom<string, object, GDESkillUIColorData>(value, out _UIColor);
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dict.TryGetString(SpecificDescriptionTextKey, out value);
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GDEDataManager.DataDictionary.TryGetCustom<string, object, GDEConstantTextListData>(value, out _SpecificDescriptionText);
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LoadFromSavedData(dataKey);
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}
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public override void LoadFromSavedData(string dataKey)
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{
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_key = dataKey;
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_ID = GDEDataManager.GetInt(_key + "_" + IDKey, _ID);
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_SkillLevel = GDEDataManager.GetInt(_key + "_" + SkillLevelKey, _SkillLevel);
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_OptionID = GDEDataManager.GetInt(_key + "_" + OptionIDKey, _OptionID);
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_Cost = GDEDataManager.GetInt(_key + "_" + CostKey, _Cost);
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_Value1 = GDEDataManager.GetFloat(_key + "_" + Value1Key, _Value1);
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_Value2 = GDEDataManager.GetFloat(_key + "_" + Value2Key, _Value2);
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_Value3 = GDEDataManager.GetFloat(_key + "_" + Value3Key, _Value3);
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_Value4 = GDEDataManager.GetFloat(_key + "_" + Value4Key, _Value4);
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_Value5 = GDEDataManager.GetFloat(_key + "_" + Value5Key, _Value5);
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_SkillGroup = GDEDataManager.GetCustom(_key + "_" + SkillGroupKey, _SkillGroup);
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_GameCharacterType = GDEDataManager.GetCustom(_key + "_" + GameCharacterTypeKey, _GameCharacterType);
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_Ability = GDEDataManager.GetCustom(_key + "_" + AbilityKey, _Ability);
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_SkillType = GDEDataManager.GetCustom(_key + "_" + SkillTypeKey, _SkillType);
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_RelatedSkill = GDEDataManager.GetCustom(_key + "_" + RelatedSkillKey, _RelatedSkill);
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_UIColor = GDEDataManager.GetCustom(_key + "_" + UIColorKey, _UIColor);
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_SpecificDescriptionText = GDEDataManager.GetCustom(_key + "_" + SpecificDescriptionTextKey, _SpecificDescriptionText);
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}
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public void Reset_ID()
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{
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GDEDataManager.ResetToDefault(_key, IDKey);
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GDEDataManager.Get(_key, out var data);
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data.TryGetInt(IDKey, out _ID);
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}
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public void Reset_SkillLevel()
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{
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GDEDataManager.ResetToDefault(_key, SkillLevelKey);
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GDEDataManager.Get(_key, out var data);
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data.TryGetInt(SkillLevelKey, out _SkillLevel);
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}
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public void Reset_OptionID()
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{
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GDEDataManager.ResetToDefault(_key, OptionIDKey);
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GDEDataManager.Get(_key, out var data);
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data.TryGetInt(OptionIDKey, out _OptionID);
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}
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public void Reset_Cost()
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{
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GDEDataManager.ResetToDefault(_key, CostKey);
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GDEDataManager.Get(_key, out var data);
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data.TryGetInt(CostKey, out _Cost);
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}
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public void Reset_Value1()
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{
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GDEDataManager.ResetToDefault(_key, Value1Key);
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GDEDataManager.Get(_key, out var data);
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data.TryGetFloat(Value1Key, out _Value1);
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}
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public void Reset_Value2()
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{
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GDEDataManager.ResetToDefault(_key, Value2Key);
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GDEDataManager.Get(_key, out var data);
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data.TryGetFloat(Value2Key, out _Value2);
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}
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public void Reset_Value3()
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{
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GDEDataManager.ResetToDefault(_key, Value3Key);
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GDEDataManager.Get(_key, out var data);
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data.TryGetFloat(Value3Key, out _Value3);
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}
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public void Reset_Value4()
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{
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GDEDataManager.ResetToDefault(_key, Value4Key);
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GDEDataManager.Get(_key, out var data);
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data.TryGetFloat(Value4Key, out _Value4);
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}
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public void Reset_Value5()
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{
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GDEDataManager.ResetToDefault(_key, Value5Key);
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GDEDataManager.Get(_key, out var data);
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data.TryGetFloat(Value5Key, out _Value5);
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}
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public void Reset_SkillGroup()
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{
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GDEDataManager.ResetToDefault(_key, SkillGroupKey);
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GDEDataManager.Get(_key, out var data);
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data.TryGetString(SkillGroupKey, out var value);
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GDEDataManager.DataDictionary.TryGetCustom<string, object, GDESkillGroupData>(value, out _SkillGroup);
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SkillGroup = GDEDataManager.GetCustom(_key + "_" + SkillGroupKey, _SkillGroup);
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SkillGroup.ResetAll();
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}
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public void Reset_GameCharacterType()
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{
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GDEDataManager.ResetToDefault(_key, GameCharacterTypeKey);
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GDEDataManager.Get(_key, out var data);
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data.TryGetString(GameCharacterTypeKey, out var value);
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GDEDataManager.DataDictionary.TryGetCustom<string, object, GDEGameCharacterTypeData>(value, out _GameCharacterType);
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GameCharacterType = GDEDataManager.GetCustom(_key + "_" + GameCharacterTypeKey, _GameCharacterType);
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GameCharacterType.ResetAll();
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}
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public void Reset_Ability()
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{
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GDEDataManager.ResetToDefault(_key, AbilityKey);
|
||
|
GDEDataManager.Get(_key, out var data);
|
||
|
data.TryGetString(AbilityKey, out var value);
|
||
|
GDEDataManager.DataDictionary.TryGetCustom<string, object, GDEAbilityData>(value, out _Ability);
|
||
|
Ability = GDEDataManager.GetCustom(_key + "_" + AbilityKey, _Ability);
|
||
|
Ability.ResetAll();
|
||
|
}
|
||
|
|
||
|
public void Reset_SkillType()
|
||
|
{
|
||
|
GDEDataManager.ResetToDefault(_key, SkillTypeKey);
|
||
|
GDEDataManager.Get(_key, out var data);
|
||
|
data.TryGetString(SkillTypeKey, out var value);
|
||
|
GDEDataManager.DataDictionary.TryGetCustom<string, object, GDESkillTypeData>(value, out _SkillType);
|
||
|
SkillType = GDEDataManager.GetCustom(_key + "_" + SkillTypeKey, _SkillType);
|
||
|
SkillType.ResetAll();
|
||
|
}
|
||
|
|
||
|
public void Reset_RelatedSkill()
|
||
|
{
|
||
|
GDEDataManager.ResetToDefault(_key, RelatedSkillKey);
|
||
|
GDEDataManager.Get(_key, out var data);
|
||
|
data.TryGetString(RelatedSkillKey, out var value);
|
||
|
GDEDataManager.DataDictionary.TryGetCustom<string, object, GDESkillTreeData>(value, out _RelatedSkill);
|
||
|
RelatedSkill = GDEDataManager.GetCustom(_key + "_" + RelatedSkillKey, _RelatedSkill);
|
||
|
RelatedSkill.ResetAll();
|
||
|
}
|
||
|
|
||
|
public void Reset_UIColor()
|
||
|
{
|
||
|
GDEDataManager.ResetToDefault(_key, UIColorKey);
|
||
|
GDEDataManager.Get(_key, out var data);
|
||
|
data.TryGetString(UIColorKey, out var value);
|
||
|
GDEDataManager.DataDictionary.TryGetCustom<string, object, GDESkillUIColorData>(value, out _UIColor);
|
||
|
UIColor = GDEDataManager.GetCustom(_key + "_" + UIColorKey, _UIColor);
|
||
|
UIColor.ResetAll();
|
||
|
}
|
||
|
|
||
|
public void Reset_SpecificDescriptionText()
|
||
|
{
|
||
|
GDEDataManager.ResetToDefault(_key, SpecificDescriptionTextKey);
|
||
|
GDEDataManager.Get(_key, out var data);
|
||
|
data.TryGetString(SpecificDescriptionTextKey, out var value);
|
||
|
GDEDataManager.DataDictionary.TryGetCustom<string, object, GDEConstantTextListData>(value, out _SpecificDescriptionText);
|
||
|
SpecificDescriptionText = GDEDataManager.GetCustom(_key + "_" + SpecificDescriptionTextKey, _SpecificDescriptionText);
|
||
|
SpecificDescriptionText.ResetAll();
|
||
|
}
|
||
|
|
||
|
public void ResetAll()
|
||
|
{
|
||
|
GDEDataManager.ResetToDefault(_key, IDKey);
|
||
|
GDEDataManager.ResetToDefault(_key, SkillGroupKey);
|
||
|
GDEDataManager.ResetToDefault(_key, SkillLevelKey);
|
||
|
GDEDataManager.ResetToDefault(_key, OptionIDKey);
|
||
|
GDEDataManager.ResetToDefault(_key, CostKey);
|
||
|
GDEDataManager.ResetToDefault(_key, GameCharacterTypeKey);
|
||
|
GDEDataManager.ResetToDefault(_key, AbilityKey);
|
||
|
GDEDataManager.ResetToDefault(_key, SkillTypeKey);
|
||
|
GDEDataManager.ResetToDefault(_key, Value1Key);
|
||
|
GDEDataManager.ResetToDefault(_key, Value2Key);
|
||
|
GDEDataManager.ResetToDefault(_key, Value3Key);
|
||
|
GDEDataManager.ResetToDefault(_key, Value4Key);
|
||
|
GDEDataManager.ResetToDefault(_key, Value5Key);
|
||
|
GDEDataManager.ResetToDefault(_key, RelatedSkillKey);
|
||
|
GDEDataManager.ResetToDefault(_key, UIColorKey);
|
||
|
GDEDataManager.ResetToDefault(_key, SpecificDescriptionTextKey);
|
||
|
Reset_SkillGroup();
|
||
|
Reset_GameCharacterType();
|
||
|
Reset_Ability();
|
||
|
Reset_SkillType();
|
||
|
Reset_RelatedSkill();
|
||
|
Reset_UIColor();
|
||
|
Reset_SpecificDescriptionText();
|
||
|
GDEDataManager.Get(_key, out var data);
|
||
|
LoadFromDict(_key, data);
|
||
|
}
|
||
|
}
|
||
|
}
|