add ckg
plantilla base para movimiento básico
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@@ -0,0 +1,334 @@
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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 savePlayerWeaponsInfo : saveGameInfo
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{
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public playerWeaponsManager mainPlayerWeaponsManager;
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List<persistanceWeaponInfo> persistanceInfoList;
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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 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 (mainPlayerWeaponsManager == null) {
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return;
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}
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if (!mainPlayerWeaponsManager.saveCurrentPlayerWeaponsToSaveFile) {
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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 weapons");
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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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persistanceWeaponListByPlayerInfo weaponsToSave = getPersistanceList (playerID, showDebugInfo);
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persistanceWeaponListBySaveSlotInfo newPersistanceWeaponListBySaveSlotInfo = new persistanceWeaponListBySaveSlotInfo ();
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List<persistanceWeaponListBySaveSlotInfo> infoListToSave = new List<persistanceWeaponListBySaveSlotInfo> ();
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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<persistanceWeaponListBySaveSlotInfo>;
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file.Close ();
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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 (infoListToSave [j].saveNumber == currentSaveNumber) {
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newPersistanceWeaponListBySaveSlotInfo = infoListToSave [j];
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saveLocated = true;
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saveSlotIndex = j;
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}
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}
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if (saveLocated) {
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int playerWeaponListCount = newPersistanceWeaponListBySaveSlotInfo.playerWeaponList.Count;
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for (int j = 0; j < playerWeaponListCount; j++) {
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if (newPersistanceWeaponListBySaveSlotInfo.playerWeaponList [j].playerID == weaponsToSave.playerID) {
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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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if (showDebugInfo) {
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print ("\n\n");
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print ("Number of weapons: " + weaponsToSave.weaponList.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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}
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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].playerWeaponList [listIndex].weaponList = weaponsToSave.weaponList;
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} else {
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infoListToSave [saveSlotIndex].playerWeaponList.Add (weaponsToSave);
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}
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} else {
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newPersistanceWeaponListBySaveSlotInfo.saveNumber = currentSaveNumber;
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newPersistanceWeaponListBySaveSlotInfo.playerWeaponList.Add (weaponsToSave);
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infoListToSave.Add (newPersistanceWeaponListBySaveSlotInfo);
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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 (mainPlayerWeaponsManager == null) {
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return;
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}
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if (!mainPlayerWeaponsManager.loadWeaponAttachmentsInfoFromSaveFile) {
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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 weapons");
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}
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persistanceInfoList = new List<persistanceWeaponInfo> ();
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List<persistanceWeaponListBySaveSlotInfo> infoListToLoad = new List<persistanceWeaponListBySaveSlotInfo> ();
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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<persistanceWeaponListBySaveSlotInfo>;
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file.Close ();
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}
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if (saveNumberToLoad > -1) {
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persistanceWeaponListBySaveSlotInfo newPersistanceWeaponListBySaveSlotInfo = new persistanceWeaponListBySaveSlotInfo ();
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int infoListToLoadCount = infoListToLoad.Count;
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for (int j = 0; j < infoListToLoadCount; j++) {
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if (infoListToLoad [j].saveNumber == saveNumberToLoad) {
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newPersistanceWeaponListBySaveSlotInfo = infoListToLoad [j];
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}
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}
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int listIndex = -1;
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int playerWeaponListCount = newPersistanceWeaponListBySaveSlotInfo.playerWeaponList.Count;
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for (int j = 0; j < playerWeaponListCount; j++) {
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if (newPersistanceWeaponListBySaveSlotInfo.playerWeaponList [j].playerID == playerID) {
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listIndex = j;
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}
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}
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if (listIndex > -1) {
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persistanceInfoList = newPersistanceWeaponListBySaveSlotInfo.playerWeaponList [listIndex].weaponList;
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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 ("Weapons Loaded in Save Number " + saveNumberToLoad);
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print ("Weapons amount: " + persistanceInfoList.Count);
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for (int j = 0; j < persistanceInfoList.Count; j++) {
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print ("Weapon Name: " + persistanceInfoList [j].Name + " Is Enabled: " + persistanceInfoList [j].isWeaponEnabled +
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"Is Current Weapon: " + persistanceInfoList [j].isCurrentWeapon + " Remain Ammo: " + persistanceInfoList [j].remainingAmmo);
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}
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}
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loadInfoOnMainComponent ();
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}
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public persistanceWeaponListByPlayerInfo getPersistanceList (int playerID, bool showDebugInfo)
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{
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persistanceWeaponListByPlayerInfo newPersistanceWeaponListByPlayerInfo = new persistanceWeaponListByPlayerInfo ();
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newPersistanceWeaponListByPlayerInfo.playerID = playerID;
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List<persistanceWeaponInfo> newPersistanceWeaponInfoList = new List<persistanceWeaponInfo> ();
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List<IKWeaponSystem> weaponsList = mainPlayerWeaponsManager.weaponsList;
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int weaponsListCount = weaponsList.Count;
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for (int k = 0; k < weaponsListCount; k++) {
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persistanceWeaponInfo newPersistanceWeaponInfo = new persistanceWeaponInfo ();
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IKWeaponSystem currentWeapon = weaponsList [k];
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newPersistanceWeaponInfo.Name = currentWeapon.getWeaponSystemName ();
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newPersistanceWeaponInfo.index = k;
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newPersistanceWeaponInfo.isWeaponEnabled = currentWeapon.isWeaponEnabled ();
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newPersistanceWeaponInfo.isCurrentWeapon = currentWeapon.isCurrentWeapon ();
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newPersistanceWeaponInfo.remainingAmmo = currentWeapon.getWeaponSystemManager ().weaponSettings.remainAmmo + currentWeapon.getWeaponSystemManager ().getWeaponClipSize ();
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if (mainPlayerWeaponsManager.saveWeaponAttachmentsInfoToSaveFile) {
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if (currentWeapon.weaponUsesAttachment) {
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newPersistanceWeaponInfo.weaponUsesAttachment = true;
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weaponAttachmentSystem currentWeaponAttachmentSystem = currentWeapon.getWeaponAttachmentSystem ();
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if (currentWeaponAttachmentSystem != null) {
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newPersistanceWeaponInfo.weaponAttachmentPlaceList = currentWeaponAttachmentSystem.getPersistanceAttachmentWeaponInfoList ();
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}
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}
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newPersistanceWeaponInfoList.Add (newPersistanceWeaponInfo);
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}
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}
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newPersistanceWeaponListByPlayerInfo.weaponList = newPersistanceWeaponInfoList;
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return newPersistanceWeaponListByPlayerInfo;
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}
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void loadInfoOnMainComponent ()
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{
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initializeValues ();
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if (persistanceInfoList != null && persistanceInfoList.Count > 0) {
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List<IKWeaponSystem> weaponsList = mainPlayerWeaponsManager.weaponsList;
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if (mainPlayerWeaponsManager.storePickedWeaponsOnInventory) {
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if (mainPlayerWeaponsManager.loadWeaponAttachmentsInfoFromSaveFile) {
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if (mainPlayerWeaponsManager.loadCurrentPlayerWeaponsFromSaveFile) {
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int persistanceInfoListCount = persistanceInfoList.Count;
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for (int i = 0; i < persistanceInfoListCount; i++) {
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persistanceWeaponInfo currentPersistanceWeaponInfo = persistanceInfoList [i];
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int currentIndex = currentPersistanceWeaponInfo.index;
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if (weaponsList.Count > currentIndex && currentIndex > -1) {
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IKWeaponSystem currentIKWeaponToCheck = weaponsList [currentIndex];
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if (currentPersistanceWeaponInfo.weaponUsesAttachment) {
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weaponAttachmentSystem currentWeaponAttachmentSystem = currentIKWeaponToCheck.getWeaponAttachmentSystem ();
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if (currentWeaponAttachmentSystem != null) {
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currentWeaponAttachmentSystem.initializeAttachmentValues (currentPersistanceWeaponInfo.weaponAttachmentPlaceList);
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}
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}
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}
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}
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}
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}
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return;
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}
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if (mainPlayerWeaponsManager.loadCurrentPlayerWeaponsFromSaveFile) {
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bool thereIsCurrentWeapon = false;
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int persistanceInfoListCount = persistanceInfoList.Count;
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for (int i = 0; i < persistanceInfoListCount; i++) {
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persistanceWeaponInfo currentPersistanceWeaponInfo = persistanceInfoList [i];
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int currentIndex = currentPersistanceWeaponInfo.index;
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if (weaponsList.Count > currentIndex && currentIndex > -1) {
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IKWeaponSystem currentIKWeaponToCheck = weaponsList [currentIndex];
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currentIKWeaponToCheck.setWeaponEnabledState (currentPersistanceWeaponInfo.isWeaponEnabled);
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currentIKWeaponToCheck.setCurrentWeaponState (currentPersistanceWeaponInfo.isCurrentWeapon);
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currentIKWeaponToCheck.weaponSystemManager.weaponSettings.remainAmmo = currentPersistanceWeaponInfo.remainingAmmo
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- currentIKWeaponToCheck.weaponSystemManager.getWeaponClipSize ();
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if (currentIKWeaponToCheck.isCurrentWeapon ()) {
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thereIsCurrentWeapon = true;
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}
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if (mainPlayerWeaponsManager.loadWeaponAttachmentsInfoFromSaveFile) {
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if (currentPersistanceWeaponInfo.weaponUsesAttachment) {
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weaponAttachmentSystem currentWeaponAttachmentSystem = currentIKWeaponToCheck.getWeaponAttachmentSystem ();
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if (currentWeaponAttachmentSystem != null) {
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currentWeaponAttachmentSystem.initializeAttachmentValues (currentPersistanceWeaponInfo.weaponAttachmentPlaceList);
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}
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}
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}
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}
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}
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if (!thereIsCurrentWeapon) {
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int weaponsListCount = weaponsList.Count;
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for (int k = 0; k < weaponsListCount; k++) {
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IKWeaponSystem currentIKWeaponToCheck = weaponsList [k];
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if (!thereIsCurrentWeapon && currentIKWeaponToCheck.isWeaponEnabled ()) {
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currentIKWeaponToCheck.setCurrentWeaponState (true);
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thereIsCurrentWeapon = true;
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}
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}
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}
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}
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}
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}
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void initializeValues ()
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{
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mainPlayerWeaponsManager.initializePlayerWeaponsValues ();
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}
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}
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