add ckg
plantilla base para movimiento básico
This commit is contained in:
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using System.Collections;
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using System.Collections.Generic;
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using UnityEngine;
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using System.Runtime.Serialization.Formatters.Binary;
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using System.IO;
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using System;
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public class savePlayerInventoryInfo : saveGameInfo
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{
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[Space]
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[Header ("Other Options")]
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[Space]
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public bool ignoreAssignLoadedInventoryIfEmpty;
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[Space]
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[Header ("Debug")]
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[Space]
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public List<inventoryListElement> persistanceInfoList;
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[Space]
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[Header ("Components")]
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[Space]
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public inventoryManagerInfo mainInventoryManager;
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bool lastGameSavedOnHomeMenuValue;
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public override void saveGame (int saveNumber, int playerID, string currentSaveDataPath, bool showDebugInfo, bool savingGameToChangeScene)
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{
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saveGameContent (saveNumber, playerID, currentSaveDataPath, showDebugInfo, savingGameToChangeScene);
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}
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public override void loadGame (int saveNumberToLoad, int playerID, string currentSaveDataPath, bool showDebugInfo)
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{
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loadGameContent (saveNumberToLoad, playerID, currentSaveDataPath, showDebugInfo);
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}
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public override void saveGameFromEditor (int saveNumber, int playerID, string currentSaveDataPath, bool showDebugInfo)
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{
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saveGameContentFromEditor (saveNumber, playerID, currentSaveDataPath, showDebugInfo);
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}
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public override void initializeValuesOnComponent ()
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{
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initializeValues ();
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}
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public void saveGameContent (int currentSaveNumber, int playerID, string currentSaveDataPath, bool showDebugInfo, bool savingGameToChangeScene)
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{
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if (mainInventoryManager == null) {
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return;
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}
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if (!mainInventoryManager.isSaveCurrentPlayerInventoryToSaveFileActive ()) {
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return;
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}
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if (showDebugInfo) {
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print ("\n\n");
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print ("Saving player inventory");
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}
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bool saveLocated = false;
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bool playerLocated = false;
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int saveSlotIndex = -1;
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int listIndex = -1;
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BinaryFormatter bf = new BinaryFormatter ();
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FileStream file;
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persistanceInventoryListByPlayerInfo inventoryListToSave = getPersistanceList (playerID, showDebugInfo);
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persistanceInventoryListBySaveSlotInfo newPersistanceInventoryListBySaveSlotInfo = new persistanceInventoryListBySaveSlotInfo ();
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List<persistanceInventoryListBySaveSlotInfo> infoListToSave = new List<persistanceInventoryListBySaveSlotInfo> ();
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if (File.Exists (currentSaveDataPath)) {
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bf = new BinaryFormatter ();
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file = File.Open (currentSaveDataPath, FileMode.Open);
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object currentData = bf.Deserialize (file);
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infoListToSave = currentData as List<persistanceInventoryListBySaveSlotInfo>;
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file.Close ();
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}
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if (showDebugInfo) {
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print ("Number of save list for player inventory " + infoListToSave.Count);
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}
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int infoListToSaveCount = infoListToSave.Count;
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for (int j = 0; j < infoListToSaveCount; j++) {
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if (saveSlotIndex == -1) {
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persistanceInventoryListBySaveSlotInfo currentSlot = infoListToSave [j];
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if (currentSlot.saveNumber == currentSaveNumber) {
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newPersistanceInventoryListBySaveSlotInfo = currentSlot;
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saveLocated = true;
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saveSlotIndex = j;
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}
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}
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}
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if (saveLocated) {
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int playerInventoryListCount = newPersistanceInventoryListBySaveSlotInfo.playerInventoryList.Count;
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int playerIDToSearch = inventoryListToSave.playerID;
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for (int j = 0; j < playerInventoryListCount; j++) {
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if (listIndex == -1) {
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if (newPersistanceInventoryListBySaveSlotInfo.playerInventoryList [j].playerID == playerIDToSearch) {
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playerLocated = true;
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listIndex = j;
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}
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}
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}
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}
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if (showDebugInfo) {
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print ("\n\n");
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print ("EXTRA INFO\n");
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print ("PLAYER INVENTORY");
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print ("Number of objects: " + inventoryListToSave.inventoryObjectList.Count);
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print ("Current Save Number " + currentSaveNumber);
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print ("Save Located " + saveLocated);
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print ("Player Located " + playerLocated);
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print ("Player ID " + inventoryListToSave.playerID);
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print ("Save List Index " + listIndex);
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}
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//if the save is located, check if the player id exists
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if (saveLocated) {
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//if player id exists, overwrite it
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if (playerLocated) {
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// infoListToSave [saveSlotIndex].playerInventoryList [listIndex].inventoryObjectList = inventoryListToSave.inventoryObjectList;
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infoListToSave [saveSlotIndex].playerInventoryList [listIndex] = inventoryListToSave;
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} else {
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infoListToSave [saveSlotIndex].playerInventoryList.Add (inventoryListToSave);
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}
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} else {
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newPersistanceInventoryListBySaveSlotInfo.saveNumber = currentSaveNumber;
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newPersistanceInventoryListBySaveSlotInfo.gameSavedOnHomeMenu = gameSavedOnHomeMenu;
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newPersistanceInventoryListBySaveSlotInfo.playerInventoryList.Add (inventoryListToSave);
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infoListToSave.Add (newPersistanceInventoryListBySaveSlotInfo);
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if (showDebugInfo) {
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if (gameSavedOnHomeMenu) {
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print ("Game saved on home menu");
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print ("\n\n");
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}
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}
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}
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bf = new BinaryFormatter ();
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file = File.Open (currentSaveDataPath, FileMode.OpenOrCreate);
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bf.Serialize (file, infoListToSave);
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file.Close ();
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}
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public void loadGameContent (int saveNumberToLoad, int playerID, string currentSaveDataPath, bool showDebugInfo)
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{
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if (mainInventoryManager == null) {
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return;
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}
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if (!mainInventoryManager.isLoadCurrentPlayerInventoryFromSaveFileActive ()) {
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initializeValues ();
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return;
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}
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if (showDebugInfo) {
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print ("\n\n");
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print ("Loading player inventory with PLAYER ID " + playerID + " and saveNumberToLoad " + saveNumberToLoad);
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}
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//need to store and check the current slot saved and the player which is saving, to get that concrete info
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persistanceInfoList = new List<inventoryListElement> ();
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List<persistanceInventoryListBySaveSlotInfo> infoListToLoad = new List<persistanceInventoryListBySaveSlotInfo> ();
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if (File.Exists (currentSaveDataPath)) {
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BinaryFormatter bf = new BinaryFormatter ();
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FileStream file = File.Open (currentSaveDataPath, FileMode.Open);
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object currentData = bf.Deserialize (file);
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infoListToLoad = currentData as List<persistanceInventoryListBySaveSlotInfo>;
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file.Close ();
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if (showDebugInfo) {
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print ("Save File located " + currentSaveDataPath);
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print ("\n\n");
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}
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} else {
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if (showDebugInfo) {
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print ("Save File not located " + currentSaveDataPath);
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print ("\n\n");
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}
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}
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lastGameSavedOnHomeMenuValue = false;
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if (saveNumberToLoad > -1) {
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if (showDebugInfo) {
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print (infoListToLoad.Count);
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}
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bool removeSaveInfo = false;
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persistanceInventoryListBySaveSlotInfo newPersistanceInventoryListBySaveSlotInfo = new persistanceInventoryListBySaveSlotInfo ();
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int infoListToLoadCount = infoListToLoad.Count;
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bool slotLocated = false;
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for (int j = 0; j < infoListToLoadCount; j++) {
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if (!slotLocated) {
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persistanceInventoryListBySaveSlotInfo currentSlot = infoListToLoad [j];
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bool checkSlot = false;
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// if (ignoreSaveNumberOnSaveLoadInfo) {
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// checkSlot = true;
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// }
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if (saveNumberToIgnoreSaveLoadInfo == saveNumberToLoad && saveNumberToIgnoreSaveLoadInfo > -1 && currentSlot.gameSavedOnHomeMenu) {
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removeSaveInfo = true;
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checkSlot = true;
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}
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if (currentSlot.saveNumber == saveNumberToLoad) {
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checkSlot = true;
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}
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if (checkSlot) {
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newPersistanceInventoryListBySaveSlotInfo = currentSlot;
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slotLocated = true;
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}
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}
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}
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//print ("number " + newPersistanceInventoryListBySaveSlotInfo.playerInventoryList.Count);
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int listIndex = -1;
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int playerInventoryListCount = newPersistanceInventoryListBySaveSlotInfo.playerInventoryList.Count;
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for (int j = 0; j < playerInventoryListCount; j++) {
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// print (newPersistanceInventoryListBySaveSlotInfo.playerInventoryList [j].playerID + " " +
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// newPersistanceInventoryListBySaveSlotInfo.playerInventoryList [j].inventorySlotAmount);
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//
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if (listIndex == -1) {
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bool checkSlot = false;
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// if (ignorePlayerIDOnSaveLoadInfo) {
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// checkSlot = true;
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// }
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if (saveNumberToIgnoreSaveLoadInfo == saveNumberToLoad && saveNumberToIgnoreSaveLoadInfo > -1) {
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checkSlot = true;
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}
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if (newPersistanceInventoryListBySaveSlotInfo.playerInventoryList [j].playerID == playerID) {
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checkSlot = true;
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}
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if (checkSlot) {
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listIndex = j;
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}
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}
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}
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//print ("index " + listIndex);
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if (listIndex > -1) {
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lastGameSavedOnHomeMenuValue = newPersistanceInventoryListBySaveSlotInfo.gameSavedOnHomeMenu;
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persistanceInventoryListByPlayerInfo playerInventoryListToLoad = newPersistanceInventoryListBySaveSlotInfo.playerInventoryList [listIndex];
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int inventoryObjectListCount = playerInventoryListToLoad.inventoryObjectList.Count;
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for (int j = 0; j < inventoryObjectListCount; j++) {
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inventoryListElement newInventoryListElement = new inventoryListElement ();
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persistanceInventoryObjectInfo currentInventoryInfo = playerInventoryListToLoad.inventoryObjectList [j];
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newInventoryListElement.Name = currentInventoryInfo.Name;
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newInventoryListElement.amount = currentInventoryInfo.amount;
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newInventoryListElement.infiniteAmount = currentInventoryInfo.infiniteAmount;
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newInventoryListElement.inventoryObjectName = currentInventoryInfo.inventoryObjectName;
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newInventoryListElement.categoryIndex = currentInventoryInfo.categoryIndex;
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newInventoryListElement.elementIndex = currentInventoryInfo.elementIndex;
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newInventoryListElement.isEquipped = currentInventoryInfo.isEquipped;
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newInventoryListElement.quickAccessSlotIndex = currentInventoryInfo.quickAccessSlotIndex;
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newInventoryListElement.useDurability = currentInventoryInfo.useDurability;
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newInventoryListElement.durabilityAmount = currentInventoryInfo.durabilityAmount;
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newInventoryListElement.maxDurabilityAmount = currentInventoryInfo.maxDurabilityAmount;
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newInventoryListElement.objectIsBroken = currentInventoryInfo.objectIsBroken;
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newInventoryListElement.isWeapon = currentInventoryInfo.isWeapon;
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newInventoryListElement.isMeleeWeapon = currentInventoryInfo.isMeleeWeapon;
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newInventoryListElement.projectilesInMagazine = currentInventoryInfo.projectilesInMagazine;
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persistanceInfoList.Add (newInventoryListElement);
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}
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int inventorySlotAmount = playerInventoryListToLoad.inventorySlotAmount;
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if (inventorySlotAmount > -1) {
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mainInventoryManager.setInventorySlotAmountValue (inventorySlotAmount);
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}
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mainInventoryManager.setInventoryWasEmptyWhenSavedState (playerInventoryListToLoad.inventoryWasEmptyWhenSaved);
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if (mainInventoryManager.isSetInfiniteSlotValuesOnSaveLoadActive ()) {
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mainInventoryManager.setInfiniteSlotsState (playerInventoryListToLoad.infiniteSlots);
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}
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if (playerInventoryListToLoad.useOnlyBlueprintsUnlocked) {
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GKC_Utils.setUseOnlyBlueprintsUnlockedState (mainInventoryManager.gameObject, true);
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GKC_Utils.setBlueprintsUnlockedListValue (mainInventoryManager.gameObject, playerInventoryListToLoad.blueprintsUnlockedList);
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}
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if (playerInventoryListToLoad.anyObjectToCraftInTimeActive) {
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GKC_Utils.setCraftObjectInTimeInfoList (mainInventoryManager.gameObject, playerInventoryListToLoad.craftObjectInTimeSimpleInfoList);
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}
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if (playerInventoryListToLoad.objectCategoriesToCraftAvailableAtAnyMoment != null && playerInventoryListToLoad.objectCategoriesToCraftAvailableAtAnyMoment.Count > 0) {
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GKC_Utils.setObjectCategoriesToCraftAvailableAtAnyMomentValue (mainInventoryManager.gameObject, playerInventoryListToLoad.objectCategoriesToCraftAvailableAtAnyMoment);
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}
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mainInventoryManager.setLastWeaponCarriedOnHandsName (playerInventoryListToLoad.lastWeaponCarriedOnHandsName);
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if (showDebugInfo) {
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print ("\n\n");
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print ("Number of inventory slots available: " + playerInventoryListToLoad.inventorySlotAmount);
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print ("\n\n");
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if (playerInventoryListToLoad.useOnlyBlueprintsUnlocked) {
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print ("\n\n");
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print ("Use only blueprints unlocked active with the amount: " + playerInventoryListToLoad.blueprintsUnlockedList.Count);
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print ("\n\n");
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}
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}
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if (removeSaveInfo) {
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infoListToLoad.Remove (newPersistanceInventoryListBySaveSlotInfo);
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BinaryFormatter bf = new BinaryFormatter ();
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FileStream file = File.Create (currentSaveDataPath);
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bf.Serialize (file, infoListToLoad);
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file.Close ();
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if (showDebugInfo) {
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print ("REMOVE SLOT FROM INITIAL INVENTORY ON NEW GAME");
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}
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}
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}
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}
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if (showDebugInfo) {
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print ("\n\n");
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print ("PLAYER INVENTORY");
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print ("Inventory Loaded in Save Number " + saveNumberToLoad);
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print ("Number of objects: " + persistanceInfoList.Count);
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for (int j = 0; j < persistanceInfoList.Count; j++) {
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inventoryListElement currentElement = persistanceInfoList [j];
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print ("Object Name: " + currentElement.Name + " Amount: " + currentElement.amount);
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if (currentElement.isWeapon && !currentElement.isMeleeWeapon) {
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print ("Object is weapon with " + currentElement.projectilesInMagazine + " projectiles in the magazine");
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}
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}
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}
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loadInfoOnMainComponent ();
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}
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public persistanceInventoryListByPlayerInfo getPersistanceList (int playerID, bool showDebugInfo)
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{
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persistanceInventoryListByPlayerInfo newPersistanceInventoryListByPlayerInfo = new persistanceInventoryListByPlayerInfo ();
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newPersistanceInventoryListByPlayerInfo.playerID = playerID;
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mainInventoryManager.updateDurabilityAmountStateOnAllInventoryObjects ();
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int inventorySlotAmount = mainInventoryManager.getInventorySlotAmount ();
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newPersistanceInventoryListByPlayerInfo.inventorySlotAmount = inventorySlotAmount;
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newPersistanceInventoryListByPlayerInfo.infiniteSlots = mainInventoryManager.isInfiniteSlotsActive ();
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//Crafting elements
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newPersistanceInventoryListByPlayerInfo.useOnlyBlueprintsUnlocked = GKC_Utils.isUseOnlyBlueprintsUnlockedActive (mainInventoryManager.gameObject);
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if (newPersistanceInventoryListByPlayerInfo.useOnlyBlueprintsUnlocked) {
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List<string> blueprintsUnlockedList = GKC_Utils.getBlueprintsUnlockedListValue (mainInventoryManager.gameObject);
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if (blueprintsUnlockedList != null) {
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newPersistanceInventoryListByPlayerInfo.blueprintsUnlockedList = new List<string> (blueprintsUnlockedList);
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}
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}
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newPersistanceInventoryListByPlayerInfo.anyObjectToCraftInTimeActive = GKC_Utils.anyObjectToCraftInTimeActive (mainInventoryManager.gameObject);
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if (newPersistanceInventoryListByPlayerInfo.anyObjectToCraftInTimeActive) {
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newPersistanceInventoryListByPlayerInfo.craftObjectInTimeSimpleInfoList = GKC_Utils.getCraftObjectInTimeInfoList (mainInventoryManager.gameObject);
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}
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newPersistanceInventoryListByPlayerInfo.objectCategoriesToCraftAvailableAtAnyMoment = GKC_Utils.getObjectCategoriesToCraftAvailableAtAnyMomentValue (mainInventoryManager.gameObject);
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newPersistanceInventoryListByPlayerInfo.lastWeaponCarriedOnHandsName = mainInventoryManager.getLastWeaponCarriedOnHandsName ();
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if (showDebugInfo) {
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print ("\n\n");
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print ("Number of inventory slots available: " + inventorySlotAmount);
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print ("\n\n");
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if (newPersistanceInventoryListByPlayerInfo.useOnlyBlueprintsUnlocked) {
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print ("\n\n");
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print ("Use only blueprints unlocked active with the amount: " + newPersistanceInventoryListByPlayerInfo.blueprintsUnlockedList.Count);
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print ("\n\n");
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}
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}
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List<persistanceInventoryObjectInfo> newPersistanceInventoryObjectInfoList = new List<persistanceInventoryObjectInfo> ();
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List<inventoryInfo> inventoryList = mainInventoryManager.getInventoryList ();
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int inventoryListCount = inventoryList.Count;
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bool inventoryWasEmptyWhenSaved = true;
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for (int k = 0; k < inventoryListCount; k++) {
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inventoryInfo currentInventoryInfo = inventoryList [k];
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if (currentInventoryInfo.amount > 0) {
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persistanceInventoryObjectInfo newPersistanceInventoryObjectInfo = new persistanceInventoryObjectInfo ();
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newPersistanceInventoryObjectInfo.Name = currentInventoryInfo.Name;
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newPersistanceInventoryObjectInfo.amount = currentInventoryInfo.amount;
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newPersistanceInventoryObjectInfo.infiniteAmount = currentInventoryInfo.infiniteAmount;
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newPersistanceInventoryObjectInfo.inventoryObjectName = currentInventoryInfo.Name;
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newPersistanceInventoryObjectInfo.categoryIndex = currentInventoryInfo.categoryIndex;
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newPersistanceInventoryObjectInfo.elementIndex = currentInventoryInfo.elementIndex;
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newPersistanceInventoryObjectInfo.isEquipped = currentInventoryInfo.isEquipped;
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|
||||
newPersistanceInventoryObjectInfo.quickAccessSlotIndex = currentInventoryInfo.quickAccessSlotIndex;
|
||||
|
||||
newPersistanceInventoryObjectInfo.useDurability = currentInventoryInfo.useDurability;
|
||||
newPersistanceInventoryObjectInfo.durabilityAmount = currentInventoryInfo.durabilityAmount;
|
||||
newPersistanceInventoryObjectInfo.maxDurabilityAmount = currentInventoryInfo.maxDurabilityAmount;
|
||||
newPersistanceInventoryObjectInfo.objectIsBroken = currentInventoryInfo.objectIsBroken;
|
||||
|
||||
newPersistanceInventoryObjectInfo.isWeapon = currentInventoryInfo.isWeapon;
|
||||
newPersistanceInventoryObjectInfo.isMeleeWeapon = currentInventoryInfo.isMeleeWeapon;
|
||||
|
||||
if (newPersistanceInventoryObjectInfo.isWeapon && !newPersistanceInventoryObjectInfo.isMeleeWeapon) {
|
||||
if (currentInventoryInfo.mainWeaponObjectInfo != null) {
|
||||
newPersistanceInventoryObjectInfo.projectilesInMagazine = currentInventoryInfo.mainWeaponObjectInfo.getProjectilesInWeaponMagazine ();
|
||||
}
|
||||
}
|
||||
|
||||
newPersistanceInventoryObjectInfoList.Add (newPersistanceInventoryObjectInfo);
|
||||
|
||||
inventoryWasEmptyWhenSaved = false;
|
||||
}
|
||||
}
|
||||
|
||||
newPersistanceInventoryListByPlayerInfo.inventoryWasEmptyWhenSaved = inventoryWasEmptyWhenSaved;
|
||||
|
||||
if (showDebugInfo) {
|
||||
print ("\n\n");
|
||||
|
||||
for (int j = 0; j < newPersistanceInventoryObjectInfoList.Count; j++) {
|
||||
persistanceInventoryObjectInfo currentInfo = newPersistanceInventoryObjectInfoList [j];
|
||||
|
||||
print ("Object Name: " + currentInfo.Name + " Amount: " + currentInfo.amount + " category index " +
|
||||
currentInfo.categoryIndex + " element index " + currentInfo.elementIndex);
|
||||
|
||||
if (currentInfo.isWeapon && !currentInfo.isMeleeWeapon) {
|
||||
print ("Object is weapon with " + currentInfo.projectilesInMagazine + " projectiles in the magazine");
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
newPersistanceInventoryListByPlayerInfo.inventoryObjectList = newPersistanceInventoryObjectInfoList;
|
||||
|
||||
return newPersistanceInventoryListByPlayerInfo;
|
||||
}
|
||||
|
||||
|
||||
void loadInfoOnMainComponent ()
|
||||
{
|
||||
mainInventoryManager.setIsLoadingGameState (true);
|
||||
|
||||
initializeValues ();
|
||||
|
||||
if (persistanceInfoList != null) {
|
||||
bool sendNewInventoryResult = true;
|
||||
|
||||
//when loading, it can be from a new game or from a continue/load action, so if the loaded inventory is an
|
||||
//empty list, then:
|
||||
//-when doing a new game, it should allow to use the initial inventory if configured
|
||||
//-when loading/continuing a game, it should load the inventory list saved, even if empty
|
||||
|
||||
//check the state also when the player options menu is used on home menu
|
||||
|
||||
if (ignoreAssignLoadedInventoryIfEmpty) {
|
||||
if (persistanceInfoList.Count == 0 && !mainInventoryManager.getInventoryWasEmptyWhenSaved ()) {
|
||||
sendNewInventoryResult = false;
|
||||
}
|
||||
|
||||
if (persistanceInfoList.Count == 0 && mainInventoryManager.getInventoryWasEmptyWhenSaved () && lastGameSavedOnHomeMenuValue) {
|
||||
sendNewInventoryResult = false;
|
||||
}
|
||||
}
|
||||
|
||||
//print (persistanceInfoList.Count + " " + mainInventoryManager.getInventoryWasEmptyWhenSaved () + " " + lastGameSavedOnHomeMenuValue + " " +
|
||||
//sendNewInventoryResult);
|
||||
|
||||
if (sendNewInventoryResult) {
|
||||
mainInventoryManager.setNewInventoryListManagerList (persistanceInfoList);
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
void initializeValues ()
|
||||
{
|
||||
mainInventoryManager.initializeInventoryValues ();
|
||||
}
|
||||
|
||||
|
||||
public void saveGameContentFromEditor (int currentSaveNumber, int playerID, string currentSaveDataPath, bool showDebugInfo)
|
||||
{
|
||||
if (mainInventoryManager == null) {
|
||||
return;
|
||||
}
|
||||
|
||||
bool saveLocated = false;
|
||||
bool playerLocated = false;
|
||||
|
||||
int saveSlotIndex = -1;
|
||||
int listIndex = -1;
|
||||
|
||||
BinaryFormatter bf = new BinaryFormatter ();
|
||||
FileStream file;
|
||||
|
||||
persistanceInventoryListByPlayerInfo inventoryListToSave = getPersistanceInventoryListElement (playerID, showDebugInfo);
|
||||
|
||||
persistanceInventoryListBySaveSlotInfo newPersistanceInventoryListBySaveSlotInfo = new persistanceInventoryListBySaveSlotInfo ();
|
||||
|
||||
List<persistanceInventoryListBySaveSlotInfo> infoListToSave = new List<persistanceInventoryListBySaveSlotInfo> ();
|
||||
|
||||
if (File.Exists (currentSaveDataPath)) {
|
||||
bf = new BinaryFormatter ();
|
||||
file = File.Open (currentSaveDataPath, FileMode.Open);
|
||||
object currentData = bf.Deserialize (file);
|
||||
infoListToSave = currentData as List<persistanceInventoryListBySaveSlotInfo>;
|
||||
|
||||
file.Close ();
|
||||
}
|
||||
|
||||
int infoListToSaveCount = infoListToSave.Count;
|
||||
|
||||
for (int j = 0; j < infoListToSaveCount; j++) {
|
||||
if (saveSlotIndex == -1) {
|
||||
persistanceInventoryListBySaveSlotInfo currentSlot = infoListToSave [j];
|
||||
|
||||
if (currentSlot.saveNumber == currentSaveNumber) {
|
||||
newPersistanceInventoryListBySaveSlotInfo = currentSlot;
|
||||
saveLocated = true;
|
||||
saveSlotIndex = j;
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
if (saveLocated) {
|
||||
|
||||
int playerInventoryListCount = newPersistanceInventoryListBySaveSlotInfo.playerInventoryList.Count;
|
||||
|
||||
int playerIDToSearch = inventoryListToSave.playerID;
|
||||
|
||||
for (int j = 0; j < playerInventoryListCount; j++) {
|
||||
if (listIndex == -1 && newPersistanceInventoryListBySaveSlotInfo.playerInventoryList [j].playerID == playerIDToSearch) {
|
||||
playerLocated = true;
|
||||
listIndex = j;
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
if (showDebugInfo) {
|
||||
print ("\n\n");
|
||||
|
||||
print ("EXTRA INFO\n");
|
||||
print ("PLAYER INVENTORY");
|
||||
|
||||
print ("Number of objects: " + inventoryListToSave.inventoryObjectList.Count);
|
||||
print ("Current Save Number " + currentSaveNumber);
|
||||
print ("Save Located " + saveLocated);
|
||||
print ("Player Located " + playerLocated);
|
||||
print ("Player ID " + inventoryListToSave.playerID);
|
||||
}
|
||||
|
||||
//if the save is located, check if the player id exists
|
||||
if (saveLocated) {
|
||||
//if player id exists, overwrite it
|
||||
if (playerLocated) {
|
||||
infoListToSave [saveSlotIndex].playerInventoryList [listIndex].inventoryObjectList = inventoryListToSave.inventoryObjectList;
|
||||
} else {
|
||||
infoListToSave [saveSlotIndex].playerInventoryList.Add (inventoryListToSave);
|
||||
}
|
||||
} else {
|
||||
newPersistanceInventoryListBySaveSlotInfo.saveNumber = currentSaveNumber;
|
||||
newPersistanceInventoryListBySaveSlotInfo.playerInventoryList.Add (inventoryListToSave);
|
||||
infoListToSave.Add (newPersistanceInventoryListBySaveSlotInfo);
|
||||
}
|
||||
|
||||
bf = new BinaryFormatter ();
|
||||
file = File.Create (currentSaveDataPath);
|
||||
bf.Serialize (file, infoListToSave);
|
||||
file.Close ();
|
||||
}
|
||||
|
||||
public persistanceInventoryListByPlayerInfo getPersistanceInventoryListElement (int playerID, bool showDebugInfo)
|
||||
{
|
||||
persistanceInventoryListByPlayerInfo newPersistanceInventoryListByPlayerInfo = new persistanceInventoryListByPlayerInfo ();
|
||||
|
||||
newPersistanceInventoryListByPlayerInfo.playerID = playerID;
|
||||
|
||||
List<persistanceInventoryObjectInfo> newPersistanceInventoryObjectInfoList = new List<persistanceInventoryObjectInfo> ();
|
||||
|
||||
List<inventoryListElement> inventoryListManagerList = mainInventoryManager.getCurrentInventoryListManagerList ();
|
||||
|
||||
int inventoryListManagerListCount = inventoryListManagerList.Count;
|
||||
|
||||
for (int k = 0; k < inventoryListManagerListCount; k++) {
|
||||
persistanceInventoryObjectInfo newPersistanceInventoryObjectInfo = new persistanceInventoryObjectInfo ();
|
||||
|
||||
inventoryListElement currentElement = inventoryListManagerList [k];
|
||||
|
||||
newPersistanceInventoryObjectInfo.Name = currentElement.Name;
|
||||
newPersistanceInventoryObjectInfo.amount = currentElement.amount;
|
||||
newPersistanceInventoryObjectInfo.infiniteAmount = currentElement.infiniteAmount;
|
||||
newPersistanceInventoryObjectInfo.inventoryObjectName = currentElement.inventoryObjectName;
|
||||
|
||||
newPersistanceInventoryObjectInfo.elementIndex = currentElement.elementIndex;
|
||||
newPersistanceInventoryObjectInfo.categoryIndex = currentElement.categoryIndex;
|
||||
|
||||
if (showDebugInfo) {
|
||||
print (newPersistanceInventoryObjectInfo.Name + " " + newPersistanceInventoryObjectInfo.amount);
|
||||
}
|
||||
|
||||
newPersistanceInventoryObjectInfoList.Add (newPersistanceInventoryObjectInfo);
|
||||
}
|
||||
|
||||
newPersistanceInventoryListByPlayerInfo.inventoryObjectList = newPersistanceInventoryObjectInfoList;
|
||||
|
||||
return newPersistanceInventoryListByPlayerInfo;
|
||||
}
|
||||
}
|
||||
Reference in New Issue
Block a user