Refactor serialization copying to use source generators (#19412)
This commit is contained in:
@@ -6,21 +6,21 @@ public sealed partial class GameMapPrototype
|
||||
/// Controls if the map can be used as a fallback if no maps are eligible.
|
||||
/// </summary>
|
||||
[DataField("fallback")]
|
||||
public bool Fallback { get; }
|
||||
public bool Fallback { get; private set; }
|
||||
|
||||
/// <summary>
|
||||
/// Minimum players for the given map.
|
||||
/// </summary>
|
||||
[DataField("minPlayers", required: true)]
|
||||
public uint MinPlayers { get; }
|
||||
public uint MinPlayers { get; private set; }
|
||||
|
||||
/// <summary>
|
||||
/// Maximum players for the given map.
|
||||
/// </summary>
|
||||
[DataField("maxPlayers")]
|
||||
public uint MaxPlayers { get; } = uint.MaxValue;
|
||||
public uint MaxPlayers { get; private set; } = uint.MaxValue;
|
||||
|
||||
[DataField("conditions")] private readonly List<GameMapCondition> _conditions = new();
|
||||
[DataField("conditions")] private List<GameMapCondition> _conditions = new();
|
||||
|
||||
/// <summary>
|
||||
/// The game map conditions that must be fulfilled for this map to be selectable.
|
||||
|
||||
Reference in New Issue
Block a user