a bit smart way
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231018ce39
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@ -2,26 +2,27 @@ import Card from "./Card"
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import Deck from "./Deck"
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class RetakesConfig {
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readonly ctPistol: Deck
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readonly tPistol: Deck
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readonly ctPistol: Deck = new Deck(0)
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readonly tPistol: Deck = new Deck(0)
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readonly ctUpgradedPistol: Deck
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readonly tUpgradedPistol: Deck
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readonly ctUpgradedPistol: Deck = new Deck(0)
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readonly tUpgradedPistol: Deck = new Deck(0)
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readonly ctLight: Deck
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readonly tLight: Deck
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readonly ctLight: Deck = new Deck(0)
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readonly tLight: Deck = new Deck(0)
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readonly ctFull: Deck
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readonly tFull: Deck
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readonly ctFull: Deck = new Deck(0)
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readonly tFull: Deck = new Deck(0)
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readonly ctEnemy: Card
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readonly tEnemy: Card
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readonly ctEnemy: Card = new Card("CT Enemy card",false,false)
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readonly tEnemy: Card = new Card("T Enemy card",false,false)
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readonly ctBonus: Card
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readonly tBonus: Card
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readonly ctBonus: Card = new Card("CT Bonus card",false,false)
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readonly tBonus: Card = new Card("T Bonus card",false,false)
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readonly ctBonusAvailability: number[]
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readonly tBonusAvailability: number[]
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// If not set to [1] or a valid value the game will crash
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readonly ctBonusAvailability: number[] = [1]
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readonly tBonusAvailability: number[] = [1]
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// TODO: there must be some smarter way to do this
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constructor(args? :{
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@ -40,30 +41,26 @@ class RetakesConfig {
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ctBonusAvailability?: number[],
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tBonusAvailability?: number[],
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}){
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this.ctPistol = args?.ctPistol ?? new Deck(0)
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this.tPistol = args?.tPistol ?? new Deck(0)
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this.ctUpgradedPistol = args?.ctUpgradedPistol ?? new Deck(0)
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this.tUpgradedPistol = args?.tUpgradedPistol ?? new Deck(0)
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this.ctLight = args?.ctLight ?? new Deck(0)
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this.tLight = args?.tLight ?? new Deck(0)
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this.ctFull = args?.ctFull ?? new Deck(0)
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this.tFull = args?.tFull ?? new Deck(0)
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this.ctEnemy = args?.ctEnemy ?? new Card("CT Enemy card",false,false)
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this.tEnemy = args?.tEnemy ?? new Card("T Enemy Card",false,false)
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this.ctBonus = args?.ctBonus ?? new Card("CT Bonus card",false,false)
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this.tBonus = args?.tBonus ?? new Card("T Bonus card",false,false)
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this.ctBonusAvailability = args?.ctBonusAvailability ?? [1] // Has to be 1 or the game will crash
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this.tBonusAvailability = args?.tBonusAvailability ?? [1]
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if (args){
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args.ctPistol && (this.ctPistol = args.ctPistol)
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args.tPistol && (this.tPistol = args.tPistol)
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args.ctUpgradedPistol && (this.ctUpgradedPistol = args.ctUpgradedPistol)
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args.tUpgradedPistol && (this.tUpgradedPistol = args.tUpgradedPistol)
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args.ctLight && (this.ctLight = args.ctLight)
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args.tLight && (this.tLight = args.tLight)
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args.ctFull && (this.ctFull = args.ctFull)
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args.tFull && (this.tFull = args.tFull)
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args.ctEnemy && (this.ctEnemy = args.ctEnemy)
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args.tEnemy && (this.tEnemy = args.tEnemy)
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args.ctBonus && (this.ctBonus = args.ctBonus)
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args.tBonus && (this.tBonus = args.tBonus)
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args.ctBonusAvailability && (this.ctBonusAvailability = args.ctBonusAvailability)
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args.tBonusAvailability && (this.tBonusAvailability = args.tBonusAvailability)
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}
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}
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public toCvar(){
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}
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}
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