using System.Collections; using System.Collections.Generic; using UnityEngine; [System.Serializable] public class BuildSlot { public BaseAbility ability; public int binderSlot; } [System.Serializable] public class BuildSlotData { public int abilityIndex; public int binderSlotIndex; } [System.Serializable] public class BuildData { public BuildSlotData[] buildSlotsdata; public BuildData() { buildSlotsdata = new BuildSlotData[GameConstants.Sizes.TotalBuildSlots]; for (int i = 0; i < buildSlotsdata.Length; i++) { buildSlotsdata[i] = new BuildSlotData() { abilityIndex = i, binderSlotIndex = i }; } } public BuildData(BuildSlotData[] buildData) { this.buildSlotsdata = new BuildSlotData[GameConstants.Sizes.TotalBuildSlots]; for (int i = 0; i < buildData.Length; i++) { this.buildSlotsdata[i] = buildData[i]; } } }