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);
}
}