using System; using System.Collections; using System.Collections.Generic; using AX.MessageSystem; using UnityEngine; /// /// 油罐灾情库记录 /// public class OilTankDisasterRecord : DisasterLibraryRecord { public OilTankDisaster oilTankDisaster = new OilTankDisaster(); public override void DLRecord(IMessage obj) { DisasterRecord(oilTankDisaster); } public override void DisasterRecord(Disaster disaster) { base.DisasterRecord(disaster); var OTDisaster = (OilTankDisaster)disaster; OTDisaster.MatterContainer = GetComponent().MatterContainer; OTDisaster.Reserves = GetComponent().Reserves; OTDisaster.TakeTime = GetComponent().TakeTime; OTDisaster.DurationTime = GetComponent().DurationTime; OTDisaster.FlowRate = GetComponent().FlowRate; OTDisaster.BoilProb = GetComponent().BoilProb; OTDisaster.HasLeakeSet = GetComponent().HasLeakeSet; // 爆炸信息存储 OTDisaster.IsCanExplode = GetComponent().IsCanExplode; OTDisaster.ExplodeTime = GetComponent().ExplodeTime; OTDisaster.ExplodeDeadRange = GetComponent().ExplodeDeadRange; OTDisaster.ExplodeHurtRange = GetComponent().ExplodeHurtRange; // 喷溅沸溢信息存储 OTDisaster.SplashTime = GetComponent().SplashTime; OTDisaster.BoilOverTime = GetComponent().BoilOverTime; OTDisaster.SplashProbability = GetComponent().SplashProbability; OTDisaster.BoilOverProbability = GetComponent().BoilOverProbability; OTDisaster.BoilOverDeadRange = GetComponent().BoilOverDeadRange; OTDisaster.isBoilOver = GetComponent().IsCanBoilOver; DisasterLibraryFile.Instance.DisasterRecord(disaster); } }