using VeloBrawl.Tools.LaserCsv.Data; using VeloBrawl.Tools.LaserCsv.Portal; namespace VeloBrawl.Tools.LaserCsv.Manufacturer.Laser; public class LogicItemData(CsvRow row, LogicDataTable table) : LogicData(row, table) { private string _activateEffect = null!; private bool _canBePickedUp; private string _exportName = null!; private string _exportNameEnemy = null!; private string _fileName = null!; private string _groundGlowExportName = null!; private string _layer = null!; private string _loopingEffect = null!; private string _parentItemForSkin = null!; private string _sCw = null!; private string _sCwEnemy = null!; private string _shadowExportName = null!; private string _spawnEffect = null!; private string _triggerAreaEffect = null!; private int _triggerRangeSubTiles; private int _value; private int _value2; // LogicItemData. public override void CreateReferences() { _parentItemForSkin = GetValue("ParentItemForSkin", 0); _fileName = GetValue("FileName", 0); _exportName = GetValue("ExportName", 0); _exportNameEnemy = GetValue("ExportNameEnemy", 0); _shadowExportName = GetValue("ShadowExportName", 0); _groundGlowExportName = GetValue("GroundGlowExportName", 0); _loopingEffect = GetValue("LoopingEffect", 0); _value = GetIntegerValue("Value", 0); _value2 = GetIntegerValue("Value2", 0); _triggerRangeSubTiles = GetIntegerValue("TriggerRangeSubTiles", 0); _triggerAreaEffect = GetValue("TriggerAreaEffect", 0); _canBePickedUp = GetBooleanValue("CanBePickedUp", 0); _spawnEffect = GetValue("SpawnEffect", 0); _activateEffect = GetValue("ActivateEffect", 0); _sCw = GetValue("SCW", 0); _sCwEnemy = GetValue("SCWEnemy", 0); _layer = GetValue("Layer", 0); } public string GetParentItemForSkin() { return _parentItemForSkin; } public string GetFileName() { return _fileName; } public string GetExportName() { return _exportName; } public string GetExportNameEnemy() { return _exportNameEnemy; } public string GetShadowExportName() { return _shadowExportName; } public string GetGroundGlowExportName() { return _groundGlowExportName; } public string GetLoopingEffect() { return _loopingEffect; } public int GetValue() { return _value; } public int GetValue2() { return _value2; } public int GetTriggerRangeSubTiles() { return _triggerRangeSubTiles; } public string GetTriggerAreaEffect() { return _triggerAreaEffect; } public bool GetCanBePickedUp() { return _canBePickedUp; } public string GetSpawnEffect() { return _spawnEffect; } public string GetActivateEffect() { return _activateEffect; } public string GetScw() { return _sCw; } public string GetScwEnemy() { return _sCwEnemy; } public string GetLayer() { return _layer; } }