Files
FueraDeEscala/Assets/Game Kit Controller/Scripts/Save System/Custom Class To Save/saveSkillsInfo.cs

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9.5 KiB
C#
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using System.Collections;
using System.Collections.Generic;
using UnityEngine;
using System.Runtime.Serialization.Formatters.Binary;
using System.IO;
using System;
public class saveSkillsInfo : saveGameInfo
{
public playerSkillsSystem mainPlayerSkillsSystem;
List<persistanceCategorySkillInfo> persistanceInfoList;
bool valuesInitializedOnLoad;
public override void saveGame (int saveNumber, int playerID, string currentSaveDataPath, bool showDebugInfo, bool savingGameToChangeScene)
{
saveGameContent (saveNumber, playerID, currentSaveDataPath, showDebugInfo, savingGameToChangeScene);
}
public override void loadGame (int saveNumberToLoad, int playerID, string currentSaveDataPath, bool showDebugInfo)
{
loadGameContent (saveNumberToLoad, playerID, currentSaveDataPath, showDebugInfo);
}
public override void initializeValuesOnComponent ()
{
initializeValues ();
}
public void saveGameContent (int currentSaveNumber, int playerID, string currentSaveDataPath, bool showDebugInfo, bool savingGameToChangeScene)
{
getMainManager ();
if (mainPlayerSkillsSystem == null) {
return;
}
if (!mainPlayerSkillsSystem.playerSkillsActive) {
return;
}
if (!mainPlayerSkillsSystem.saveCurrentPlayerSkillsToSaveFile) {
return;
}
if (showDebugInfo) {
print ("\n\n");
print ("Saving skills");
}
bool saveLocated = false;
bool playerLocated = false;
int saveSlotIndex = -1;
int listIndex = -1;
BinaryFormatter bf = new BinaryFormatter ();
FileStream file;
persistancePlayerCategorySkillInfo skillsToSave = getPersistanceList (playerID, showDebugInfo);
persistancePlayerSkillsListBySaveSlotInfo newPersistancePlayerSkillsListBySaveSlotInfo = new persistancePlayerSkillsListBySaveSlotInfo ();
List<persistancePlayerSkillsListBySaveSlotInfo> infoListToSave = new List<persistancePlayerSkillsListBySaveSlotInfo> ();
if (File.Exists (currentSaveDataPath)) {
bf = new BinaryFormatter ();
file = File.Open (currentSaveDataPath, FileMode.Open);
object currentData = bf.Deserialize (file);
infoListToSave = currentData as List<persistancePlayerSkillsListBySaveSlotInfo>;
file.Close ();
}
int infoListToSaveCount = infoListToSave.Count;
for (int j = 0; j < infoListToSaveCount; j++) {
if (infoListToSave [j].saveNumber == currentSaveNumber) {
newPersistancePlayerSkillsListBySaveSlotInfo = infoListToSave [j];
saveLocated = true;
saveSlotIndex = j;
}
}
if (saveLocated) {
int playerSkillsListCount = newPersistancePlayerSkillsListBySaveSlotInfo.playerSkillsList.Count;
for (int j = 0; j < playerSkillsListCount; j++) {
if (newPersistancePlayerSkillsListBySaveSlotInfo.playerSkillsList [j].playerID == skillsToSave.playerID) {
playerLocated = true;
listIndex = j;
}
}
}
if (showDebugInfo) {
print ("\n\n");
print ("EXTRA INFO\n");
print ("Number of skills: " + skillsToSave.categorySkillsList.Count);
print ("Current Save Number " + currentSaveNumber);
print ("Save Located " + saveLocated);
print ("Player Located " + playerLocated);
print ("Player ID " + skillsToSave.playerID);
}
//if the save is located, check if the player id exists
if (saveLocated) {
//if player id exists, overwrite it
if (playerLocated) {
infoListToSave [saveSlotIndex].playerSkillsList [listIndex].categorySkillsList = skillsToSave.categorySkillsList;
} else {
infoListToSave [saveSlotIndex].playerSkillsList.Add (skillsToSave);
}
} else {
newPersistancePlayerSkillsListBySaveSlotInfo.saveNumber = currentSaveNumber;
newPersistancePlayerSkillsListBySaveSlotInfo.playerSkillsList.Add (skillsToSave);
infoListToSave.Add (newPersistancePlayerSkillsListBySaveSlotInfo);
}
bf = new BinaryFormatter ();
file = File.Open (currentSaveDataPath, FileMode.OpenOrCreate);
bf.Serialize (file, infoListToSave);
file.Close ();
}
public void loadGameContent (int saveNumberToLoad, int playerID, string currentSaveDataPath, bool showDebugInfo)
{
getMainManager ();
if (mainPlayerSkillsSystem == null) {
return;
}
if (!mainPlayerSkillsSystem.playerSkillsActive) {
return;
}
if (!mainPlayerSkillsSystem.saveCurrentPlayerSkillsToSaveFile) {
initializeValues ();
return;
}
if (showDebugInfo) {
print ("\n\n");
print ("Loading skills");
}
//need to store and check the current slot saved and the player which is saving, to get that concrete info
persistanceInfoList = new List<persistanceCategorySkillInfo> ();
List<persistancePlayerSkillsListBySaveSlotInfo> infoListToLoad = new List<persistancePlayerSkillsListBySaveSlotInfo> ();
if (File.Exists (currentSaveDataPath)) {
BinaryFormatter bf = new BinaryFormatter ();
FileStream file = File.Open (currentSaveDataPath, FileMode.Open);
object currentData = bf.Deserialize (file);
infoListToLoad = currentData as List<persistancePlayerSkillsListBySaveSlotInfo>;
file.Close ();
}
if (saveNumberToLoad > -1) {
persistancePlayerSkillsListBySaveSlotInfo newPersistancePlayerSkillsListBySaveSlotInfo = new persistancePlayerSkillsListBySaveSlotInfo ();
int infoListToLoadCount = infoListToLoad.Count;
for (int j = 0; j < infoListToLoadCount; j++) {
if (infoListToLoad [j].saveNumber == saveNumberToLoad) {
newPersistancePlayerSkillsListBySaveSlotInfo = infoListToLoad [j];
}
}
int listIndex = -1;
int playerSkillsListCount = newPersistancePlayerSkillsListBySaveSlotInfo.playerSkillsList.Count;
for (int j = 0; j < playerSkillsListCount; j++) {
if (newPersistancePlayerSkillsListBySaveSlotInfo.playerSkillsList [j].playerID == playerID) {
listIndex = j;
}
}
if (listIndex > -1) {
persistanceInfoList.AddRange (newPersistancePlayerSkillsListBySaveSlotInfo.playerSkillsList [listIndex].categorySkillsList);
}
}
if (showDebugInfo) {
print ("\n\n");
print ("Skills Loaded in Save Number " + saveNumberToLoad);
}
loadInfoOnMainComponent ();
}
public persistancePlayerCategorySkillInfo getPersistanceList (int playerID, bool showDebugInfo)
{
persistancePlayerCategorySkillInfo newSkillsList = new persistancePlayerCategorySkillInfo ();
newSkillsList.playerID = playerID;
List<persistanceCategorySkillInfo> newPersistanceCategorySkillInfoList = new List<persistanceCategorySkillInfo> ();
List<playerSkillsSystem.skillCategoryInfo> skillCategoryInfoList = mainPlayerSkillsSystem.skillCategoryInfoList;
int skillCategoryInfoListCount = skillCategoryInfoList.Count;
for (int i = 0; i < skillCategoryInfoListCount; i++) {
persistanceCategorySkillInfo newPersistanceCategorySkillInfo = new persistanceCategorySkillInfo ();
List<persistanceSkillInfo> newPersistanceSkillInfoList = new List<persistanceSkillInfo> ();
playerSkillsSystem.skillCategoryInfo currentSkillCategory = skillCategoryInfoList [i];
int skillInfoListCount = currentSkillCategory.skillInfoList.Count;
for (int k = 0; k < skillInfoListCount; k++) {
playerSkillsSystem.skillInfo currentSkillInfo = currentSkillCategory.skillInfoList [k];
persistanceSkillInfo newpersistanceSkillInfo = new persistanceSkillInfo ();
newpersistanceSkillInfo.skillUnlocked = currentSkillInfo.skillUnlocked;
newpersistanceSkillInfo.skillActive = currentSkillInfo.skillActive;
newpersistanceSkillInfo.skillComplete = currentSkillInfo.skillComplete;
newpersistanceSkillInfo.currentBoolState = currentSkillInfo.currentBoolState;
newpersistanceSkillInfo.currentValue = currentSkillInfo.currentValue;
newpersistanceSkillInfo.currentSkillLevel = currentSkillInfo.currentSkillLevel;
newPersistanceSkillInfoList.Add (newpersistanceSkillInfo);
}
newPersistanceCategorySkillInfo.skillsList = newPersistanceSkillInfoList;
newPersistanceCategorySkillInfoList.Add (newPersistanceCategorySkillInfo);
}
newSkillsList.categorySkillsList = newPersistanceCategorySkillInfoList;
return newSkillsList;
}
void loadInfoOnMainComponent ()
{
valuesInitializedOnLoad = true;
initializeValues ();
if (persistanceInfoList != null && persistanceInfoList.Count > 0) {
List<playerSkillsSystem.skillCategoryInfo> skillCategoryInfoList = mainPlayerSkillsSystem.skillCategoryInfoList;
int skillCategoryInfoListCount = skillCategoryInfoList.Count;
for (int i = 0; i < skillCategoryInfoListCount; i++) {
playerSkillsSystem.skillCategoryInfo currentSkillCategory = skillCategoryInfoList [i];
int skillInfoListCount = currentSkillCategory.skillInfoList.Count;
for (int k = 0; k < skillInfoListCount; k++) {
playerSkillsSystem.skillInfo currentSkillInfo = currentSkillCategory.skillInfoList [k];
persistanceSkillInfo currentPersistanceSkillInfo = persistanceInfoList [i].skillsList [k];
currentSkillInfo.skillUnlocked = currentPersistanceSkillInfo.skillUnlocked;
currentSkillInfo.skillActive = currentPersistanceSkillInfo.skillActive;
currentSkillInfo.skillComplete = currentPersistanceSkillInfo.skillComplete;
currentSkillInfo.currentBoolState = currentPersistanceSkillInfo.currentBoolState;
currentSkillInfo.currentValue = currentPersistanceSkillInfo.currentValue;
currentSkillInfo.currentSkillLevel = currentPersistanceSkillInfo.currentSkillLevel;
}
}
mainPlayerSkillsSystem.setIsLoadingGameState (true);
}
mainPlayerSkillsSystem.initializeSkillsValues ();
}
void getMainManager ()
{
if (mainPlayerSkillsSystem == null) {
mainPlayerSkillsSystem = FindObjectOfType<playerSkillsSystem> ();
}
}
void initializeValues ()
{
mainPlayerSkillsSystem.setIsLoadingGameState (false);
if (!valuesInitializedOnLoad) {
mainPlayerSkillsSystem.initializeSkillsValues ();
}
}
}