add some extra assets FX and SFX

This commit is contained in:
Robii Aragon
2026-03-29 23:03:14 -07:00
parent 6ef3eb1535
commit 24dc66a81e
10142 changed files with 2535978 additions and 36608 deletions

View File

@@ -13,7 +13,8 @@ MonoImporter:
AssetOrigin:
serializedVersion: 1
productId: 40995
packageName: Game Kit Controller - Shooter Melee Adventure Creator 3D + 2.5D
packageVersion: 3.77g
packageName: Game Kit Controller - Shooter Melee Adventure FPS TPS Creator 3D +
2.5D
packageVersion: 3.77h
assetPath: Assets/Game Kit Controller/Scripts/Save System/Custom Class To Save/saveDialogInfo.cs
uploadId: 814740
uploadId: 889948

View File

@@ -13,7 +13,8 @@ MonoImporter:
AssetOrigin:
serializedVersion: 1
productId: 40995
packageName: Game Kit Controller - Shooter Melee Adventure Creator 3D + 2.5D
packageVersion: 3.77g
packageName: Game Kit Controller - Shooter Melee Adventure FPS TPS Creator 3D +
2.5D
packageVersion: 3.77h
assetPath: Assets/Game Kit Controller/Scripts/Save System/Custom Class To Save/saveElementsOnSceneInfo.cs
uploadId: 814740
uploadId: 889948

View File

@@ -13,7 +13,8 @@ MonoImporter:
AssetOrigin:
serializedVersion: 1
productId: 40995
packageName: Game Kit Controller - Shooter Melee Adventure Creator 3D + 2.5D
packageVersion: 3.77g
packageName: Game Kit Controller - Shooter Melee Adventure FPS TPS Creator 3D +
2.5D
packageVersion: 3.77h
assetPath: Assets/Game Kit Controller/Scripts/Save System/Custom Class To Save/saveGameInfo.cs
uploadId: 814740
uploadId: 889948

View File

@@ -13,7 +13,8 @@ MonoImporter:
AssetOrigin:
serializedVersion: 1
productId: 40995
packageName: Game Kit Controller - Shooter Melee Adventure Creator 3D + 2.5D
packageVersion: 3.77g
packageName: Game Kit Controller - Shooter Melee Adventure FPS TPS Creator 3D +
2.5D
packageVersion: 3.77h
assetPath: Assets/Game Kit Controller/Scripts/Save System/Custom Class To Save/saveInfo.cs
uploadId: 814740
uploadId: 889948

View File

@@ -13,7 +13,8 @@ MonoImporter:
AssetOrigin:
serializedVersion: 1
productId: 40995
packageName: Game Kit Controller - Shooter Melee Adventure Creator 3D + 2.5D
packageVersion: 3.77g
packageName: Game Kit Controller - Shooter Melee Adventure FPS TPS Creator 3D +
2.5D
packageVersion: 3.77h
assetPath: Assets/Game Kit Controller/Scripts/Save System/Custom Class To Save/saveInventoryBankInfo.cs
uploadId: 814740
uploadId: 889948

View File

@@ -13,7 +13,8 @@ MonoImporter:
AssetOrigin:
serializedVersion: 1
productId: 40995
packageName: Game Kit Controller - Shooter Melee Adventure Creator 3D + 2.5D
packageVersion: 3.77g
packageName: Game Kit Controller - Shooter Melee Adventure FPS TPS Creator 3D +
2.5D
packageVersion: 3.77h
assetPath: Assets/Game Kit Controller/Scripts/Save System/Custom Class To Save/saveMeleeWeaponsInfo.cs
uploadId: 814740
uploadId: 889948

View File

@@ -13,7 +13,8 @@ MonoImporter:
AssetOrigin:
serializedVersion: 1
productId: 40995
packageName: Game Kit Controller - Shooter Melee Adventure Creator 3D + 2.5D
packageVersion: 3.77g
packageName: Game Kit Controller - Shooter Melee Adventure FPS TPS Creator 3D +
2.5D
packageVersion: 3.77h
assetPath: Assets/Game Kit Controller/Scripts/Save System/Custom Class To Save/saveMissionsInfo.cs
uploadId: 814740
uploadId: 889948

View File

@@ -7,311 +7,332 @@ using System;
public class savePlayerBlendshapesInfo : saveGameInfo
{
public characterCustomizationBlendshapesHelper mainCharacterCustomizationBlendshapesHelper;
public characterCustomizationBlendshapesHelper mainCharacterCustomizationBlendshapesHelper;
List<persistanceBlendshapesInfo> persistanceInfoList;
List<persistanceBlendshapesInfo> persistanceInfoList;
List<string> accessoriesList = new List<string> ();
List<string> accessoriesList = new List<string> ();
public override void saveGame (int saveNumber, int playerID, string currentSaveDataPath, bool showDebugInfo, bool savingGameToChangeScene)
{
saveGameContent (saveNumber, playerID, currentSaveDataPath, showDebugInfo, savingGameToChangeScene);
}
int characterModelID;
public override void loadGame (int saveNumberToLoad, int playerID, string currentSaveDataPath, bool showDebugInfo)
{
loadGameContent (saveNumberToLoad, playerID, currentSaveDataPath, showDebugInfo);
}
public override void initializeValuesOnComponent ()
{
initializeValues ();
}
bool loadInfoFound;
public void saveGameContent (int currentSaveNumber, int playerID, string currentSaveDataPath, bool showDebugInfo, bool savingGameToChangeScene)
{
if (mainCharacterCustomizationBlendshapesHelper == null) {
return;
}
if (showDebugInfo) {
print ("\n\n");
public override void saveGame (int saveNumber, int playerID, string currentSaveDataPath, bool showDebugInfo, bool savingGameToChangeScene)
{
saveGameContent (saveNumber, playerID, currentSaveDataPath, showDebugInfo, savingGameToChangeScene);
}
print ("Saving player blendshapes");
}
bool saveLocated = false;
bool playerLocated = false;
int saveSlotIndex = -1;
int listIndex = -1;
public override void loadGame (int saveNumberToLoad, int playerID, string currentSaveDataPath, bool showDebugInfo)
{
loadGameContent (saveNumberToLoad, playerID, currentSaveDataPath, showDebugInfo);
}
BinaryFormatter bf = new BinaryFormatter ();
FileStream file;
public override void initializeValuesOnComponent ()
{
initializeValues ();
}
mainCharacterCustomizationBlendshapesHelper.storeBlendshapesCustomization ();
public void saveGameContent (int currentSaveNumber, int playerID, string currentSaveDataPath, bool showDebugInfo, bool savingGameToChangeScene)
{
if (mainCharacterCustomizationBlendshapesHelper == null) {
return;
}
persistancePlayerBlendshapesInfo blendShapeListToSave = getPersistanceList (playerID, showDebugInfo);
if (showDebugInfo) {
print ("\n\n");
persistanceBlendshapesListBySaveSlotInfo newPersistanceListBySaveSlotInfo = new persistanceBlendshapesListBySaveSlotInfo ();
List<persistanceBlendshapesListBySaveSlotInfo> infoListToSave = new List<persistanceBlendshapesListBySaveSlotInfo> ();
print ("Saving player blendshapes");
}
if (File.Exists (currentSaveDataPath)) {
bf = new BinaryFormatter ();
file = File.Open (currentSaveDataPath, FileMode.Open);
object currentData = bf.Deserialize (file);
infoListToSave = currentData as List<persistanceBlendshapesListBySaveSlotInfo>;
bool saveLocated = false;
bool playerLocated = false;
file.Close ();
}
int saveSlotIndex = -1;
int listIndex = -1;
if (showDebugInfo) {
print ("Number of save list for player blendshapes " + infoListToSave.Count);
}
BinaryFormatter bf = new BinaryFormatter ();
FileStream file;
int infoListToSaveCount = infoListToSave.Count;
mainCharacterCustomizationBlendshapesHelper.storeBlendshapesCustomization ();
for (int j = 0; j < infoListToSaveCount; j++) {
if (saveSlotIndex == -1) {
persistanceBlendshapesListBySaveSlotInfo currentSlot = infoListToSave [j];
persistancePlayerBlendshapesInfo blendShapeListToSave = getPersistanceList (playerID, showDebugInfo);
if (ignoreSaveNumberOnSaveLoadInfo || currentSlot.saveNumber == currentSaveNumber) {
newPersistanceListBySaveSlotInfo = currentSlot;
saveLocated = true;
saveSlotIndex = j;
}
}
}
persistanceBlendshapesListBySaveSlotInfo newPersistanceListBySaveSlotInfo = new persistanceBlendshapesListBySaveSlotInfo ();
if (saveLocated) {
int listCount = newPersistanceListBySaveSlotInfo.playerBlendshapesList.Count;
List<persistanceBlendshapesListBySaveSlotInfo> infoListToSave = new List<persistanceBlendshapesListBySaveSlotInfo> ();
int playerIDToSearch = blendShapeListToSave.playerID;
if (File.Exists (currentSaveDataPath)) {
bf = new BinaryFormatter ();
file = File.Open (currentSaveDataPath, FileMode.Open);
object currentData = bf.Deserialize (file);
infoListToSave = currentData as List<persistanceBlendshapesListBySaveSlotInfo>;
for (int j = 0; j < listCount; j++) {
if (listIndex == -1) {
if (ignorePlayerIDOnSaveLoadInfo ||
newPersistanceListBySaveSlotInfo.playerBlendshapesList [j].playerID == playerIDToSearch) {
playerLocated = true;
listIndex = j;
}
}
}
}
file.Close ();
}
if (showDebugInfo) {
print ("\n\n");
if (showDebugInfo) {
print ("Number of save list for player blendshapes " + infoListToSave.Count);
}
print ("EXTRA INFO\n");
print ("PLAYER BLENDSHAPES");
print ("Number of blendshpaes: " + blendShapeListToSave.blendshapesList.Count);
print ("Current Save Number " + currentSaveNumber);
print ("Save Located " + saveLocated);
print ("Player Located " + playerLocated);
int infoListToSaveCount = infoListToSave.Count;
print ("Save List Index " + listIndex);
}
for (int j = 0; j < infoListToSaveCount; j++) {
if (saveSlotIndex == -1) {
persistanceBlendshapesListBySaveSlotInfo currentSlot = infoListToSave [j];
//if the save is located, check if the player id exists
if (saveLocated) {
//if player id exists, overwrite it
if (playerLocated) {
infoListToSave [saveSlotIndex].playerBlendshapesList [listIndex] = blendShapeListToSave;
} else {
infoListToSave [saveSlotIndex].playerBlendshapesList.Add (blendShapeListToSave);
}
} else {
newPersistanceListBySaveSlotInfo.saveNumber = currentSaveNumber;
newPersistanceListBySaveSlotInfo.playerBlendshapesList.Add (blendShapeListToSave);
if (ignoreSaveNumberOnSaveLoadInfo || currentSlot.saveNumber == currentSaveNumber) {
newPersistanceListBySaveSlotInfo = currentSlot;
saveLocated = true;
saveSlotIndex = j;
}
}
}
infoListToSave.Add (newPersistanceListBySaveSlotInfo);
}
if (saveLocated) {
int listCount = newPersistanceListBySaveSlotInfo.playerBlendshapesList.Count;
bf = new BinaryFormatter ();
file = File.Open (currentSaveDataPath, FileMode.OpenOrCreate);
bf.Serialize (file, infoListToSave);
int playerIDToSearch = blendShapeListToSave.playerID;
file.Close ();
}
for (int j = 0; j < listCount; j++) {
if (listIndex == -1) {
if (ignorePlayerIDOnSaveLoadInfo ||
newPersistanceListBySaveSlotInfo.playerBlendshapesList [j].playerID == playerIDToSearch) {
playerLocated = true;
listIndex = j;
}
}
}
}
public void loadGameContent (int saveNumberToLoad, int playerID, string currentSaveDataPath, bool showDebugInfo)
{
if (mainCharacterCustomizationBlendshapesHelper == null) {
return;
}
if (showDebugInfo) {
print ("\n\n");
if (showDebugInfo) {
print ("\n\n");
print ("EXTRA INFO\n");
print ("PLAYER BLENDSHAPES");
print ("Number of blendshpaes: " + blendShapeListToSave.blendshapesList.Count);
print ("Current Save Number " + currentSaveNumber);
print ("Save Located " + saveLocated);
print ("Player Located " + playerLocated);
print ("Loading player blendshapes with PLAYER ID " + playerID);
}
persistanceInfoList = new List<persistanceBlendshapesInfo> ();
print ("Save List Index " + listIndex);
}
List<persistanceBlendshapesListBySaveSlotInfo> infoListToLoad = new List<persistanceBlendshapesListBySaveSlotInfo> ();
//if the save is located, check if the player id exists
if (saveLocated) {
//if player id exists, overwrite it
if (playerLocated) {
infoListToSave [saveSlotIndex].playerBlendshapesList [listIndex] = blendShapeListToSave;
} else {
infoListToSave [saveSlotIndex].playerBlendshapesList.Add (blendShapeListToSave);
}
} else {
newPersistanceListBySaveSlotInfo.saveNumber = currentSaveNumber;
newPersistanceListBySaveSlotInfo.playerBlendshapesList.Add (blendShapeListToSave);
if (File.Exists (currentSaveDataPath)) {
BinaryFormatter bf = new BinaryFormatter ();
FileStream file = File.Open (currentSaveDataPath, FileMode.Open);
object currentData = bf.Deserialize (file);
infoListToLoad = currentData as List<persistanceBlendshapesListBySaveSlotInfo>;
infoListToSave.Add (newPersistanceListBySaveSlotInfo);
}
file.Close ();
}
bf = new BinaryFormatter ();
file = File.Open (currentSaveDataPath, FileMode.OpenOrCreate);
bf.Serialize (file, infoListToSave);
if (saveNumberToLoad > -1) {
file.Close ();
}
if (showDebugInfo) {
print (infoListToLoad.Count);
}
public void loadGameContent (int saveNumberToLoad, int playerID, string currentSaveDataPath, bool showDebugInfo)
{
if (mainCharacterCustomizationBlendshapesHelper == null) {
return;
}
persistanceBlendshapesListBySaveSlotInfo newPersistanceListBySaveSlotInfo = new persistanceBlendshapesListBySaveSlotInfo ();
if (showDebugInfo) {
print ("\n\n");
int infoListToLoadCount = infoListToLoad.Count;
print ("Loading player blendshapes with PLAYER ID " + playerID);
}
bool slotLocated = false;
persistanceInfoList = new List<persistanceBlendshapesInfo> ();
for (int j = 0; j < infoListToLoadCount; j++) {
if (!slotLocated) {
persistanceBlendshapesListBySaveSlotInfo currentSlot = infoListToLoad [j];
List<persistanceBlendshapesListBySaveSlotInfo> infoListToLoad = new List<persistanceBlendshapesListBySaveSlotInfo> ();
bool checkSlot = false;
if (File.Exists (currentSaveDataPath)) {
BinaryFormatter bf = new BinaryFormatter ();
FileStream file = File.Open (currentSaveDataPath, FileMode.Open);
object currentData = bf.Deserialize (file);
infoListToLoad = currentData as List<persistanceBlendshapesListBySaveSlotInfo>;
if (ignoreSaveNumberOnSaveLoadInfo) {
checkSlot = true;
}
file.Close ();
}
if (saveNumberToIgnoreSaveLoadInfo == saveNumberToLoad && saveNumberToIgnoreSaveLoadInfo > -1) {
checkSlot = true;
}
loadInfoFound = false;
if (currentSlot.saveNumber == saveNumberToLoad) {
checkSlot = true;
}
if (saveNumberToLoad > -1) {
if (checkSlot) {
newPersistanceListBySaveSlotInfo = currentSlot;
if (showDebugInfo) {
print (infoListToLoad.Count);
}
slotLocated = true;
}
}
}
persistanceBlendshapesListBySaveSlotInfo newPersistanceListBySaveSlotInfo = new persistanceBlendshapesListBySaveSlotInfo ();
int listIndex = -1;
int infoListToLoadCount = infoListToLoad.Count;
int listCount = newPersistanceListBySaveSlotInfo.playerBlendshapesList.Count;
bool slotLocated = false;
for (int j = 0; j < listCount; j++) {
if (listIndex == -1) {
bool checkSlot = false;
for (int j = 0; j < infoListToLoadCount; j++) {
if (!slotLocated) {
persistanceBlendshapesListBySaveSlotInfo currentSlot = infoListToLoad [j];
if (ignorePlayerIDOnSaveLoadInfo) {
checkSlot = true;
}
bool checkSlot = false;
if (saveNumberToIgnoreSaveLoadInfo == saveNumberToLoad && saveNumberToIgnoreSaveLoadInfo > -1) {
checkSlot = true;
}
if (ignoreSaveNumberOnSaveLoadInfo) {
checkSlot = true;
}
if (newPersistanceListBySaveSlotInfo.playerBlendshapesList [j].playerID == playerID) {
checkSlot = true;
}
if (saveNumberToIgnoreSaveLoadInfo == saveNumberToLoad && saveNumberToIgnoreSaveLoadInfo > -1) {
checkSlot = true;
}
if (checkSlot) {
listIndex = j;
}
}
}
if (currentSlot.saveNumber == saveNumberToLoad) {
checkSlot = true;
}
if (listIndex > -1) {
persistancePlayerBlendshapesInfo blendshapeListToLoad = newPersistanceListBySaveSlotInfo.playerBlendshapesList [listIndex];
if (checkSlot) {
newPersistanceListBySaveSlotInfo = currentSlot;
persistanceInfoList.AddRange (newPersistanceListBySaveSlotInfo.playerBlendshapesList [listIndex].blendshapesList);
slotLocated = true;
}
}
}
accessoriesList.AddRange (newPersistanceListBySaveSlotInfo.playerBlendshapesList [listIndex].accessoriesList);
}
}
int listIndex = -1;
if (showDebugInfo) {
print ("\n\n");
int listCount = newPersistanceListBySaveSlotInfo.playerBlendshapesList.Count;
print ("PLAYER BLENDSHAPES");
for (int j = 0; j < listCount; j++) {
if (listIndex == -1) {
bool checkSlot = false;
print ("Blendshapes Loaded in Save Number " + saveNumberToLoad);
print ("Number of objects: " + persistanceInfoList.Count);
if (ignorePlayerIDOnSaveLoadInfo) {
checkSlot = true;
}
for (int j = 0; j < persistanceInfoList.Count; j++) {
persistanceBlendshapesInfo currentPersistanceBlendshapesInfo = persistanceInfoList [j];
if (saveNumberToIgnoreSaveLoadInfo == saveNumberToLoad && saveNumberToIgnoreSaveLoadInfo > -1) {
checkSlot = true;
}
print (currentPersistanceBlendshapesInfo.Name + " " + currentPersistanceBlendshapesInfo.blendShapeValue);
}
}
if (newPersistanceListBySaveSlotInfo.playerBlendshapesList [j].playerID == playerID) {
checkSlot = true;
}
loadInfoOnMainComponent ();
}
if (checkSlot) {
listIndex = j;
}
}
}
if (listIndex > -1) {
persistancePlayerBlendshapesInfo blendshapeListToLoad = newPersistanceListBySaveSlotInfo.playerBlendshapesList [listIndex];
public persistancePlayerBlendshapesInfo getPersistanceList (int playerID, bool showDebugInfo)
{
persistancePlayerBlendshapesInfo newPersistancePlayerBlendshapesInfo = new persistancePlayerBlendshapesInfo ();
persistanceInfoList.AddRange (newPersistanceListBySaveSlotInfo.playerBlendshapesList [listIndex].blendshapesList);
newPersistancePlayerBlendshapesInfo.playerID = playerID;
accessoriesList.AddRange (newPersistanceListBySaveSlotInfo.playerBlendshapesList [listIndex].accessoriesList);
List<persistanceBlendshapesInfo> newPersistanceBlendshapesInfoList = new List<persistanceBlendshapesInfo> ();
characterModelID = newPersistanceListBySaveSlotInfo.playerBlendshapesList [listIndex].characterModelID;
List<characterCustomizationManager.temporalBlendshapeInfo> temporalBlendshapeInfoList = mainCharacterCustomizationBlendshapesHelper.temporalBlendshapeInfoList;
loadInfoFound = true;
}
}
int temporalBlendshapeInfoListCount = temporalBlendshapeInfoList.Count;
if (showDebugInfo) {
print ("\n\n");
for (int k = 0; k < temporalBlendshapeInfoListCount; k++) {
persistanceBlendshapesInfo newPersistanceBlendshapesInfo = new persistanceBlendshapesInfo ();
print ("PLAYER BLENDSHAPES");
characterCustomizationManager.temporalBlendshapeInfo currentBlendshape = temporalBlendshapeInfoList [k];
print ("Blendshapes Loaded in Save Number " + saveNumberToLoad);
print ("Number of objects: " + persistanceInfoList.Count);
newPersistanceBlendshapesInfo.Name = currentBlendshape.Name;
print ("Character Model ID " + characterModelID);
newPersistanceBlendshapesInfo.blendShapeValue = currentBlendshape.blendShapeValue;
for (int j = 0; j < persistanceInfoList.Count; j++) {
persistanceBlendshapesInfo currentPersistanceBlendshapesInfo = persistanceInfoList [j];
newPersistanceBlendshapesInfoList.Add (newPersistanceBlendshapesInfo);
}
print (currentPersistanceBlendshapesInfo.Name + " " + currentPersistanceBlendshapesInfo.blendShapeValue);
}
}
newPersistancePlayerBlendshapesInfo.blendshapesList = newPersistanceBlendshapesInfoList;
loadInfoOnMainComponent ();
}
newPersistancePlayerBlendshapesInfo.accessoriesList = mainCharacterCustomizationBlendshapesHelper.temporalCurrentAccessoriesList;
return newPersistancePlayerBlendshapesInfo;
}
public persistancePlayerBlendshapesInfo getPersistanceList (int playerID, bool showDebugInfo)
{
persistancePlayerBlendshapesInfo newPersistancePlayerBlendshapesInfo = new persistancePlayerBlendshapesInfo ();
newPersistancePlayerBlendshapesInfo.playerID = playerID;
void loadInfoOnMainComponent ()
{
initializeValues ();
List<persistanceBlendshapesInfo> newPersistanceBlendshapesInfoList = new List<persistanceBlendshapesInfo> ();
if (persistanceInfoList != null && persistanceInfoList.Count > 0) {
List<characterCustomizationManager.temporalBlendshapeInfo> temporalBlendshapeInfoList = mainCharacterCustomizationBlendshapesHelper.temporalBlendshapeInfoList;
int persistanceInfoListCount = persistanceInfoList.Count;
int temporalBlendshapeInfoListCount = temporalBlendshapeInfoList.Count;
for (int i = 0; i < persistanceInfoListCount; i++) {
for (int k = 0; k < temporalBlendshapeInfoListCount; k++) {
persistanceBlendshapesInfo newPersistanceBlendshapesInfo = new persistanceBlendshapesInfo ();
persistanceBlendshapesInfo currentPersistanceBlendshapesInfo = persistanceInfoList [i];
characterCustomizationManager.temporalBlendshapeInfo currentBlendshape = temporalBlendshapeInfoList [k];
characterCustomizationManager.temporalBlendshapeInfo newBlendshape = new characterCustomizationManager.temporalBlendshapeInfo ();
newPersistanceBlendshapesInfo.Name = currentBlendshape.Name;
newBlendshape.Name = currentPersistanceBlendshapesInfo.Name;
newBlendshape.blendShapeValue = currentPersistanceBlendshapesInfo.blendShapeValue;
newPersistanceBlendshapesInfo.blendShapeValue = currentBlendshape.blendShapeValue;
mainCharacterCustomizationBlendshapesHelper.temporalBlendshapeInfoList.Add (newBlendshape);
}
newPersistanceBlendshapesInfoList.Add (newPersistanceBlendshapesInfo);
}
mainCharacterCustomizationBlendshapesHelper.temporalCurrentAccessoriesList.AddRange (accessoriesList);
newPersistancePlayerBlendshapesInfo.blendshapesList = newPersistanceBlendshapesInfoList;
mainCharacterCustomizationBlendshapesHelper.setBlendshapeList ();
}
}
newPersistancePlayerBlendshapesInfo.accessoriesList = mainCharacterCustomizationBlendshapesHelper.temporalCurrentAccessoriesList;
void initializeValues ()
{
mainCharacterCustomizationBlendshapesHelper.checkMainCHaracterCustomizatationManager ();
}
newPersistancePlayerBlendshapesInfo.characterModelID = mainCharacterCustomizationBlendshapesHelper.getCurrentCharacterModelID ();
return newPersistancePlayerBlendshapesInfo;
}
void loadInfoOnMainComponent ()
{
initializeValues ();
if (loadInfoFound) {
mainCharacterCustomizationBlendshapesHelper.setCurrentCharacterModelID (characterModelID);
if (persistanceInfoList != null && persistanceInfoList.Count > 0) {
int persistanceInfoListCount = persistanceInfoList.Count;
for (int i = 0; i < persistanceInfoListCount; i++) {
persistanceBlendshapesInfo currentPersistanceBlendshapesInfo = persistanceInfoList [i];
characterCustomizationManager.temporalBlendshapeInfo newBlendshape = new characterCustomizationManager.temporalBlendshapeInfo ();
newBlendshape.Name = currentPersistanceBlendshapesInfo.Name;
newBlendshape.blendShapeValue = currentPersistanceBlendshapesInfo.blendShapeValue;
mainCharacterCustomizationBlendshapesHelper.temporalBlendshapeInfoList.Add (newBlendshape);
}
mainCharacterCustomizationBlendshapesHelper.temporalCurrentAccessoriesList.AddRange (accessoriesList);
mainCharacterCustomizationBlendshapesHelper.setBlendshapeList ();
}
}
}
void initializeValues ()
{
mainCharacterCustomizationBlendshapesHelper.checkMainCHaracterCustomizatationManager ();
}
}

View File

@@ -13,7 +13,8 @@ MonoImporter:
AssetOrigin:
serializedVersion: 1
productId: 40995
packageName: Game Kit Controller - Shooter Melee Adventure Creator 3D + 2.5D
packageVersion: 3.77g
packageName: Game Kit Controller - Shooter Melee Adventure FPS TPS Creator 3D +
2.5D
packageVersion: 3.77h
assetPath: Assets/Game Kit Controller/Scripts/Save System/Custom Class To Save/savePlayerBlendshapesInfo.cs
uploadId: 814740
uploadId: 889948

View File

@@ -13,7 +13,8 @@ MonoImporter:
AssetOrigin:
serializedVersion: 1
productId: 40995
packageName: Game Kit Controller - Shooter Melee Adventure Creator 3D + 2.5D
packageVersion: 3.77g
packageName: Game Kit Controller - Shooter Melee Adventure FPS TPS Creator 3D +
2.5D
packageVersion: 3.77h
assetPath: Assets/Game Kit Controller/Scripts/Save System/Custom Class To Save/savePlayerInventoryInfo.cs
uploadId: 814740
uploadId: 889948

View File

@@ -13,7 +13,8 @@ MonoImporter:
AssetOrigin:
serializedVersion: 1
productId: 40995
packageName: Game Kit Controller - Shooter Melee Adventure Creator 3D + 2.5D
packageVersion: 3.77g
packageName: Game Kit Controller - Shooter Melee Adventure FPS TPS Creator 3D +
2.5D
packageVersion: 3.77h
assetPath: Assets/Game Kit Controller/Scripts/Save System/Custom Class To Save/savePlayerOptionsInfo.cs
uploadId: 814740
uploadId: 889948

View File

@@ -7,328 +7,328 @@ using System;
public class savePlayerWeaponsInfo : saveGameInfo
{
public playerWeaponsManager mainPlayerWeaponsManager;
List<persistanceWeaponInfo> persistanceInfoList;
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)
{
if (mainPlayerWeaponsManager == null) {
return;
}
if (!mainPlayerWeaponsManager.saveCurrentPlayerWeaponsToSaveFile) {
return;
}
if (showDebugInfo) {
print ("\n\n");
print ("Saving player weapons");
}
bool saveLocated = false;
bool playerLocated = false;
int saveSlotIndex = -1;
int listIndex = -1;
BinaryFormatter bf = new BinaryFormatter ();
FileStream file;
persistanceWeaponListByPlayerInfo weaponsToSave = getPersistanceList (playerID, showDebugInfo);
public playerWeaponsManager mainPlayerWeaponsManager;
List<persistanceWeaponInfo> persistanceInfoList;
persistanceWeaponListBySaveSlotInfo newPersistanceWeaponListBySaveSlotInfo = new persistanceWeaponListBySaveSlotInfo ();
List<persistanceWeaponListBySaveSlotInfo> infoListToSave = new List<persistanceWeaponListBySaveSlotInfo> ();
public override void saveGame (int saveNumber, int playerID, string currentSaveDataPath, bool showDebugInfo, bool savingGameToChangeScene)
{
saveGameContent (saveNumber, playerID, currentSaveDataPath, showDebugInfo, savingGameToChangeScene);
}
if (File.Exists (currentSaveDataPath)) {
bf = new BinaryFormatter ();
file = File.Open (currentSaveDataPath, FileMode.Open);
object currentData = bf.Deserialize (file);
infoListToSave = currentData as List<persistanceWeaponListBySaveSlotInfo>;
public override void loadGame (int saveNumberToLoad, int playerID, string currentSaveDataPath, bool showDebugInfo)
{
loadGameContent (saveNumberToLoad, playerID, currentSaveDataPath, showDebugInfo);
}
file.Close ();
}
public override void initializeValuesOnComponent ()
{
initializeValues ();
}
public void saveGameContent (int currentSaveNumber, int playerID, string currentSaveDataPath, bool showDebugInfo, bool savingGameToChangeScene)
{
if (mainPlayerWeaponsManager == null) {
return;
}
int infoListToSaveCount = infoListToSave.Count;
if (!mainPlayerWeaponsManager.saveCurrentPlayerWeaponsToSaveFile) {
return;
}
for (int j = 0; j < infoListToSaveCount; j++) {
if (infoListToSave [j].saveNumber == currentSaveNumber) {
newPersistanceWeaponListBySaveSlotInfo = infoListToSave [j];
saveLocated = true;
saveSlotIndex = j;
}
}
if (showDebugInfo) {
print ("\n\n");
if (saveLocated) {
int playerWeaponListCount = newPersistanceWeaponListBySaveSlotInfo.playerWeaponList.Count;
print ("Saving player weapons");
}
for (int j = 0; j < playerWeaponListCount; j++) {
if (newPersistanceWeaponListBySaveSlotInfo.playerWeaponList [j].playerID == weaponsToSave.playerID) {
playerLocated = true;
listIndex = j;
}
}
}
bool saveLocated = false;
bool playerLocated = false;
if (showDebugInfo) {
print ("\n\n");
int saveSlotIndex = -1;
int listIndex = -1;
print ("Number of weapons: " + weaponsToSave.weaponList.Count);
BinaryFormatter bf = new BinaryFormatter ();
FileStream file;
print ("Current Save Number " + currentSaveNumber);
print ("Save Located " + saveLocated);
print ("Player Located " + playerLocated);
}
persistanceWeaponListByPlayerInfo weaponsToSave = getPersistanceList (playerID, showDebugInfo);
//if the save is located, check if the player id exists
if (saveLocated) {
//if player id exists, overwrite it
if (playerLocated) {
infoListToSave [saveSlotIndex].playerWeaponList [listIndex].weaponList = weaponsToSave.weaponList;
} else {
infoListToSave [saveSlotIndex].playerWeaponList.Add (weaponsToSave);
}
} else {
newPersistanceWeaponListBySaveSlotInfo.saveNumber = currentSaveNumber;
newPersistanceWeaponListBySaveSlotInfo.playerWeaponList.Add (weaponsToSave);
infoListToSave.Add (newPersistanceWeaponListBySaveSlotInfo);
}
persistanceWeaponListBySaveSlotInfo newPersistanceWeaponListBySaveSlotInfo = new persistanceWeaponListBySaveSlotInfo ();
bf = new BinaryFormatter ();
file = File.Open (currentSaveDataPath, FileMode.OpenOrCreate);
bf.Serialize (file, infoListToSave);
List<persistanceWeaponListBySaveSlotInfo> infoListToSave = new List<persistanceWeaponListBySaveSlotInfo> ();
file.Close ();
}
if (File.Exists (currentSaveDataPath)) {
bf = new BinaryFormatter ();
file = File.Open (currentSaveDataPath, FileMode.Open);
object currentData = bf.Deserialize (file);
infoListToSave = currentData as List<persistanceWeaponListBySaveSlotInfo>;
public void loadGameContent (int saveNumberToLoad, int playerID, string currentSaveDataPath, bool showDebugInfo)
{
if (mainPlayerWeaponsManager == null) {
return;
}
file.Close ();
}
if (!mainPlayerWeaponsManager.loadWeaponAttachmentsInfoFromSaveFile) {
initializeValues ();
int infoListToSaveCount = infoListToSave.Count;
return;
}
for (int j = 0; j < infoListToSaveCount; j++) {
if (infoListToSave [j].saveNumber == currentSaveNumber) {
newPersistanceWeaponListBySaveSlotInfo = infoListToSave [j];
saveLocated = true;
saveSlotIndex = j;
}
}
if (showDebugInfo) {
print ("\n\n");
if (saveLocated) {
int playerWeaponListCount = newPersistanceWeaponListBySaveSlotInfo.playerWeaponList.Count;
print ("Loading player weapons");
}
persistanceInfoList = new List<persistanceWeaponInfo> ();
for (int j = 0; j < playerWeaponListCount; j++) {
if (newPersistanceWeaponListBySaveSlotInfo.playerWeaponList [j].playerID == weaponsToSave.playerID) {
playerLocated = true;
listIndex = j;
}
}
}
List<persistanceWeaponListBySaveSlotInfo> infoListToLoad = new List<persistanceWeaponListBySaveSlotInfo> ();
if (showDebugInfo) {
print ("\n\n");
if (File.Exists (currentSaveDataPath)) {
BinaryFormatter bf = new BinaryFormatter ();
FileStream file = File.Open (currentSaveDataPath, FileMode.Open);
object currentData = bf.Deserialize (file);
infoListToLoad = currentData as List<persistanceWeaponListBySaveSlotInfo>;
print ("Number of weapons: " + weaponsToSave.weaponList.Count);
file.Close ();
}
print ("Current Save Number " + currentSaveNumber);
print ("Save Located " + saveLocated);
print ("Player Located " + playerLocated);
}
if (saveNumberToLoad > -1) {
persistanceWeaponListBySaveSlotInfo newPersistanceWeaponListBySaveSlotInfo = new persistanceWeaponListBySaveSlotInfo ();
//if the save is located, check if the player id exists
if (saveLocated) {
//if player id exists, overwrite it
if (playerLocated) {
infoListToSave [saveSlotIndex].playerWeaponList [listIndex].weaponList = weaponsToSave.weaponList;
} else {
infoListToSave [saveSlotIndex].playerWeaponList.Add (weaponsToSave);
}
} else {
newPersistanceWeaponListBySaveSlotInfo.saveNumber = currentSaveNumber;
newPersistanceWeaponListBySaveSlotInfo.playerWeaponList.Add (weaponsToSave);
infoListToSave.Add (newPersistanceWeaponListBySaveSlotInfo);
}
int infoListToLoadCount = infoListToLoad.Count;
bf = new BinaryFormatter ();
file = File.Open (currentSaveDataPath, FileMode.OpenOrCreate);
bf.Serialize (file, infoListToSave);
for (int j = 0; j < infoListToLoadCount; j++) {
if (infoListToLoad [j].saveNumber == saveNumberToLoad) {
newPersistanceWeaponListBySaveSlotInfo = infoListToLoad [j];
}
}
file.Close ();
}
int listIndex = -1;
public void loadGameContent (int saveNumberToLoad, int playerID, string currentSaveDataPath, bool showDebugInfo)
{
if (mainPlayerWeaponsManager == null) {
return;
}
int playerWeaponListCount = newPersistanceWeaponListBySaveSlotInfo.playerWeaponList.Count;
if (!mainPlayerWeaponsManager.loadWeaponAttachmentsInfoFromSaveFile) {
initializeValues ();
for (int j = 0; j < playerWeaponListCount; j++) {
if (newPersistanceWeaponListBySaveSlotInfo.playerWeaponList [j].playerID == playerID) {
listIndex = j;
}
}
return;
}
if (listIndex > -1) {
persistanceInfoList = newPersistanceWeaponListBySaveSlotInfo.playerWeaponList [listIndex].weaponList;
}
}
if (showDebugInfo) {
print ("\n\n");
if (showDebugInfo) {
print ("\n\n");
print ("Loading player weapons");
}
print ("Weapons Loaded in Save Number " + saveNumberToLoad);
print ("Weapons amount: " + persistanceInfoList.Count);
persistanceInfoList = new List<persistanceWeaponInfo> ();
for (int j = 0; j < persistanceInfoList.Count; j++) {
print ("Weapon Name: " + persistanceInfoList [j].Name + " Is Enabled: " + persistanceInfoList [j].isWeaponEnabled +
"Is Current Weapon: " + persistanceInfoList [j].isCurrentWeapon + " Remain Ammo: " + persistanceInfoList [j].remainingAmmo);
}
}
List<persistanceWeaponListBySaveSlotInfo> infoListToLoad = new List<persistanceWeaponListBySaveSlotInfo> ();
loadInfoOnMainComponent ();
}
if (File.Exists (currentSaveDataPath)) {
BinaryFormatter bf = new BinaryFormatter ();
FileStream file = File.Open (currentSaveDataPath, FileMode.Open);
object currentData = bf.Deserialize (file);
infoListToLoad = currentData as List<persistanceWeaponListBySaveSlotInfo>;
file.Close ();
}
public persistanceWeaponListByPlayerInfo getPersistanceList (int playerID, bool showDebugInfo)
{
persistanceWeaponListByPlayerInfo newPersistanceWeaponListByPlayerInfo = new persistanceWeaponListByPlayerInfo ();
if (saveNumberToLoad > -1) {
persistanceWeaponListBySaveSlotInfo newPersistanceWeaponListBySaveSlotInfo = new persistanceWeaponListBySaveSlotInfo ();
newPersistanceWeaponListByPlayerInfo.playerID = playerID;
int infoListToLoadCount = infoListToLoad.Count;
List<persistanceWeaponInfo> newPersistanceWeaponInfoList = new List<persistanceWeaponInfo> ();
for (int j = 0; j < infoListToLoadCount; j++) {
if (infoListToLoad [j].saveNumber == saveNumberToLoad) {
newPersistanceWeaponListBySaveSlotInfo = infoListToLoad [j];
}
}
List<IKWeaponSystem> weaponsList = mainPlayerWeaponsManager.weaponsList;
int listIndex = -1;
int weaponsListCount = weaponsList.Count;
int playerWeaponListCount = newPersistanceWeaponListBySaveSlotInfo.playerWeaponList.Count;
for (int k = 0; k < weaponsListCount; k++) {
persistanceWeaponInfo newPersistanceWeaponInfo = new persistanceWeaponInfo ();
for (int j = 0; j < playerWeaponListCount; j++) {
if (newPersistanceWeaponListBySaveSlotInfo.playerWeaponList [j].playerID == playerID) {
listIndex = j;
}
}
IKWeaponSystem currentWeapon = weaponsList [k];
if (listIndex > -1) {
persistanceInfoList = newPersistanceWeaponListBySaveSlotInfo.playerWeaponList [listIndex].weaponList;
}
}
newPersistanceWeaponInfo.Name = currentWeapon.getWeaponSystemName ();
newPersistanceWeaponInfo.index = k;
newPersistanceWeaponInfo.isWeaponEnabled = currentWeapon.isWeaponEnabled ();
newPersistanceWeaponInfo.isCurrentWeapon = currentWeapon.isCurrentWeapon ();
newPersistanceWeaponInfo.remainingAmmo = currentWeapon.getWeaponSystemManager ().weaponSettings.remainAmmo + currentWeapon.getWeaponSystemManager ().getWeaponClipSize ();
if (showDebugInfo) {
print ("\n\n");
if (mainPlayerWeaponsManager.saveWeaponAttachmentsInfoToSaveFile) {
if (currentWeapon.weaponUsesAttachment) {
newPersistanceWeaponInfo.weaponUsesAttachment = true;
print ("Weapons Loaded in Save Number " + saveNumberToLoad);
print ("Weapons amount: " + persistanceInfoList.Count);
weaponAttachmentSystem currentWeaponAttachmentSystem = currentWeapon.getWeaponAttachmentSystem ();
for (int j = 0; j < persistanceInfoList.Count; j++) {
print ("Weapon Name: " + persistanceInfoList [j].Name + " Is Enabled: " + persistanceInfoList [j].isWeaponEnabled +
"Is Current Weapon: " + persistanceInfoList [j].isCurrentWeapon + " Remain Ammo: " + persistanceInfoList [j].remainingAmmo);
}
}
if (currentWeaponAttachmentSystem != null) {
newPersistanceWeaponInfo.weaponAttachmentPlaceList = currentWeaponAttachmentSystem.getPersistanceAttachmentWeaponInfoList ();
}
}
loadInfoOnMainComponent ();
}
newPersistanceWeaponInfoList.Add (newPersistanceWeaponInfo);
}
}
newPersistanceWeaponListByPlayerInfo.weaponList = newPersistanceWeaponInfoList;
return newPersistanceWeaponListByPlayerInfo;
}
void loadInfoOnMainComponent ()
{
initializeValues ();
if (persistanceInfoList != null && persistanceInfoList.Count > 0) {
List<IKWeaponSystem> weaponsList = mainPlayerWeaponsManager.weaponsList;
if (mainPlayerWeaponsManager.storePickedWeaponsOnInventory) {
public persistanceWeaponListByPlayerInfo getPersistanceList (int playerID, bool showDebugInfo)
{
persistanceWeaponListByPlayerInfo newPersistanceWeaponListByPlayerInfo = new persistanceWeaponListByPlayerInfo ();
if (mainPlayerWeaponsManager.loadWeaponAttachmentsInfoFromSaveFile) {
if (mainPlayerWeaponsManager.loadCurrentPlayerWeaponsFromSaveFile) {
newPersistanceWeaponListByPlayerInfo.playerID = playerID;
int persistanceInfoListCount = persistanceInfoList.Count;
for (int i = 0; i < persistanceInfoListCount; i++) {
List<persistanceWeaponInfo> newPersistanceWeaponInfoList = new List<persistanceWeaponInfo> ();
persistanceWeaponInfo currentPersistanceWeaponInfo = persistanceInfoList [i];
int currentIndex = currentPersistanceWeaponInfo.index;
if (weaponsList.Count > currentIndex && currentIndex > -1) {
IKWeaponSystem currentIKWeaponToCheck = weaponsList [currentIndex];
if (currentPersistanceWeaponInfo.weaponUsesAttachment) {
weaponAttachmentSystem currentWeaponAttachmentSystem = currentIKWeaponToCheck.getWeaponAttachmentSystem ();
if (currentWeaponAttachmentSystem != null) {
currentWeaponAttachmentSystem.initializeAttachmentValues (currentPersistanceWeaponInfo.weaponAttachmentPlaceList);
}
}
}
}
}
}
return;
}
if (mainPlayerWeaponsManager.loadCurrentPlayerWeaponsFromSaveFile) {
bool thereIsCurrentWeapon = false;
int persistanceInfoListCount = persistanceInfoList.Count;
for (int i = 0; i < persistanceInfoListCount; i++) {
persistanceWeaponInfo currentPersistanceWeaponInfo = persistanceInfoList [i];
int currentIndex = currentPersistanceWeaponInfo.index;
if (weaponsList.Count > currentIndex && currentIndex > -1) {
IKWeaponSystem currentIKWeaponToCheck = weaponsList [currentIndex];
currentIKWeaponToCheck.setWeaponEnabledState (currentPersistanceWeaponInfo.isWeaponEnabled);
currentIKWeaponToCheck.setCurrentWeaponState (currentPersistanceWeaponInfo.isCurrentWeapon);
currentIKWeaponToCheck.weaponSystemManager.weaponSettings.remainAmmo = currentPersistanceWeaponInfo.remainingAmmo
- currentIKWeaponToCheck.weaponSystemManager.getWeaponClipSize ();
if (currentIKWeaponToCheck.isCurrentWeapon ()) {
thereIsCurrentWeapon = true;
}
if (mainPlayerWeaponsManager.loadWeaponAttachmentsInfoFromSaveFile) {
if (currentPersistanceWeaponInfo.weaponUsesAttachment) {
weaponAttachmentSystem currentWeaponAttachmentSystem = currentIKWeaponToCheck.getWeaponAttachmentSystem ();
if (currentWeaponAttachmentSystem != null) {
currentWeaponAttachmentSystem.initializeAttachmentValues (currentPersistanceWeaponInfo.weaponAttachmentPlaceList);
}
}
}
}
}
if (!thereIsCurrentWeapon) {
int weaponsListCount = weaponsList.Count;
for (int k = 0; k < weaponsListCount; k++) {
IKWeaponSystem currentIKWeaponToCheck = weaponsList [k];
if (!thereIsCurrentWeapon && currentIKWeaponToCheck.isWeaponEnabled ()) {
currentIKWeaponToCheck.setCurrentWeaponState (true);
thereIsCurrentWeapon = true;
}
}
}
}
}
}
void initializeValues ()
{
mainPlayerWeaponsManager.initializePlayerWeaponsValues ();
}
List<IKWeaponSystem> weaponsList = mainPlayerWeaponsManager.weaponsList;
int weaponsListCount = weaponsList.Count;
for (int k = 0; k < weaponsListCount; k++) {
persistanceWeaponInfo newPersistanceWeaponInfo = new persistanceWeaponInfo ();
IKWeaponSystem currentWeapon = weaponsList [k];
newPersistanceWeaponInfo.Name = currentWeapon.getWeaponSystemName ();
newPersistanceWeaponInfo.index = k;
newPersistanceWeaponInfo.isWeaponEnabled = currentWeapon.isWeaponEnabled ();
newPersistanceWeaponInfo.isCurrentWeapon = currentWeapon.isCurrentWeapon ();
newPersistanceWeaponInfo.remainingAmmo = currentWeapon.getWeaponSystemManager ().weaponSettings.remainAmmo + currentWeapon.getWeaponSystemManager ().getWeaponClipSize ();
if (mainPlayerWeaponsManager.saveWeaponAttachmentsInfoToSaveFile) {
if (currentWeapon.checkIfWeaponUsesAttachment ()) {
newPersistanceWeaponInfo.weaponUsesAttachment = true;
weaponAttachmentSystem currentWeaponAttachmentSystem = currentWeapon.getWeaponAttachmentSystem ();
if (currentWeaponAttachmentSystem != null) {
newPersistanceWeaponInfo.weaponAttachmentPlaceList = currentWeaponAttachmentSystem.getPersistanceAttachmentWeaponInfoList ();
}
}
newPersistanceWeaponInfoList.Add (newPersistanceWeaponInfo);
}
}
newPersistanceWeaponListByPlayerInfo.weaponList = newPersistanceWeaponInfoList;
return newPersistanceWeaponListByPlayerInfo;
}
void loadInfoOnMainComponent ()
{
initializeValues ();
if (persistanceInfoList != null && persistanceInfoList.Count > 0) {
List<IKWeaponSystem> weaponsList = mainPlayerWeaponsManager.weaponsList;
if (mainPlayerWeaponsManager.storePickedWeaponsOnInventory) {
if (mainPlayerWeaponsManager.loadWeaponAttachmentsInfoFromSaveFile) {
if (mainPlayerWeaponsManager.loadCurrentPlayerWeaponsFromSaveFile) {
int persistanceInfoListCount = persistanceInfoList.Count;
for (int i = 0; i < persistanceInfoListCount; i++) {
persistanceWeaponInfo currentPersistanceWeaponInfo = persistanceInfoList [i];
int currentIndex = currentPersistanceWeaponInfo.index;
if (weaponsList.Count > currentIndex && currentIndex > -1) {
IKWeaponSystem currentIKWeaponToCheck = weaponsList [currentIndex];
if (currentPersistanceWeaponInfo.weaponUsesAttachment) {
weaponAttachmentSystem currentWeaponAttachmentSystem = currentIKWeaponToCheck.getWeaponAttachmentSystem ();
if (currentWeaponAttachmentSystem != null) {
currentWeaponAttachmentSystem.initializeAttachmentValues (currentPersistanceWeaponInfo.weaponAttachmentPlaceList);
}
}
}
}
}
}
return;
}
if (mainPlayerWeaponsManager.loadCurrentPlayerWeaponsFromSaveFile) {
bool thereIsCurrentWeapon = false;
int persistanceInfoListCount = persistanceInfoList.Count;
for (int i = 0; i < persistanceInfoListCount; i++) {
persistanceWeaponInfo currentPersistanceWeaponInfo = persistanceInfoList [i];
int currentIndex = currentPersistanceWeaponInfo.index;
if (weaponsList.Count > currentIndex && currentIndex > -1) {
IKWeaponSystem currentIKWeaponToCheck = weaponsList [currentIndex];
currentIKWeaponToCheck.setWeaponEnabledState (currentPersistanceWeaponInfo.isWeaponEnabled);
currentIKWeaponToCheck.setCurrentWeaponState (currentPersistanceWeaponInfo.isCurrentWeapon);
currentIKWeaponToCheck.weaponSystemManager.weaponSettings.remainAmmo = currentPersistanceWeaponInfo.remainingAmmo
- currentIKWeaponToCheck.weaponSystemManager.getWeaponClipSize ();
if (currentIKWeaponToCheck.isCurrentWeapon ()) {
thereIsCurrentWeapon = true;
}
if (mainPlayerWeaponsManager.loadWeaponAttachmentsInfoFromSaveFile) {
if (currentPersistanceWeaponInfo.weaponUsesAttachment) {
weaponAttachmentSystem currentWeaponAttachmentSystem = currentIKWeaponToCheck.getWeaponAttachmentSystem ();
if (currentWeaponAttachmentSystem != null) {
currentWeaponAttachmentSystem.initializeAttachmentValues (currentPersistanceWeaponInfo.weaponAttachmentPlaceList);
}
}
}
}
}
if (!thereIsCurrentWeapon) {
int weaponsListCount = weaponsList.Count;
for (int k = 0; k < weaponsListCount; k++) {
IKWeaponSystem currentIKWeaponToCheck = weaponsList [k];
if (!thereIsCurrentWeapon && currentIKWeaponToCheck.isWeaponEnabled ()) {
currentIKWeaponToCheck.setCurrentWeaponState (true);
thereIsCurrentWeapon = true;
}
}
}
}
}
}
void initializeValues ()
{
mainPlayerWeaponsManager.initializePlayerWeaponsValues ();
}
}

View File

@@ -13,7 +13,8 @@ MonoImporter:
AssetOrigin:
serializedVersion: 1
productId: 40995
packageName: Game Kit Controller - Shooter Melee Adventure Creator 3D + 2.5D
packageVersion: 3.77g
packageName: Game Kit Controller - Shooter Melee Adventure FPS TPS Creator 3D +
2.5D
packageVersion: 3.77h
assetPath: Assets/Game Kit Controller/Scripts/Save System/Custom Class To Save/savePlayerWeaponsInfo.cs
uploadId: 814740
uploadId: 889948

View File

@@ -13,7 +13,8 @@ MonoImporter:
AssetOrigin:
serializedVersion: 1
productId: 40995
packageName: Game Kit Controller - Shooter Melee Adventure Creator 3D + 2.5D
packageVersion: 3.77g
packageName: Game Kit Controller - Shooter Melee Adventure FPS TPS Creator 3D +
2.5D
packageVersion: 3.77h
assetPath: Assets/Game Kit Controller/Scripts/Save System/Custom Class To Save/saveSkillsInfo.cs
uploadId: 814740
uploadId: 889948

View File

@@ -13,7 +13,8 @@ MonoImporter:
AssetOrigin:
serializedVersion: 1
productId: 40995
packageName: Game Kit Controller - Shooter Melee Adventure Creator 3D + 2.5D
packageVersion: 3.77g
packageName: Game Kit Controller - Shooter Melee Adventure FPS TPS Creator 3D +
2.5D
packageVersion: 3.77h
assetPath: Assets/Game Kit Controller/Scripts/Save System/Custom Class To Save/saveStatsInfo.cs
uploadId: 814740
uploadId: 889948

View File

@@ -13,7 +13,8 @@ MonoImporter:
AssetOrigin:
serializedVersion: 1
productId: 40995
packageName: Game Kit Controller - Shooter Melee Adventure Creator 3D + 2.5D
packageVersion: 3.77g
packageName: Game Kit Controller - Shooter Melee Adventure FPS TPS Creator 3D +
2.5D
packageVersion: 3.77h
assetPath: Assets/Game Kit Controller/Scripts/Save System/Custom Class To Save/saveTravelStationInfo.cs
uploadId: 814740
uploadId: 889948

View File

@@ -13,7 +13,8 @@ MonoImporter:
AssetOrigin:
serializedVersion: 1
productId: 40995
packageName: Game Kit Controller - Shooter Melee Adventure Creator 3D + 2.5D
packageVersion: 3.77g
packageName: Game Kit Controller - Shooter Melee Adventure FPS TPS Creator 3D +
2.5D
packageVersion: 3.77h
assetPath: Assets/Game Kit Controller/Scripts/Save System/Custom Class To Save/saveVendorInfo.cs
uploadId: 814740
uploadId: 889948