add ckg
plantilla base para movimiento básico
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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 saveSkillsInfo : saveGameInfo
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{
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public playerSkillsSystem mainPlayerSkillsSystem;
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List<persistanceCategorySkillInfo> persistanceInfoList;
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bool valuesInitializedOnLoad;
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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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getMainManager ();
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if (mainPlayerSkillsSystem == null) {
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return;
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}
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if (!mainPlayerSkillsSystem.playerSkillsActive) {
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return;
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}
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if (!mainPlayerSkillsSystem.saveCurrentPlayerSkillsToSaveFile) {
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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 skills");
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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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persistancePlayerCategorySkillInfo skillsToSave = getPersistanceList (playerID, showDebugInfo);
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persistancePlayerSkillsListBySaveSlotInfo newPersistancePlayerSkillsListBySaveSlotInfo = new persistancePlayerSkillsListBySaveSlotInfo ();
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List<persistancePlayerSkillsListBySaveSlotInfo> infoListToSave = new List<persistancePlayerSkillsListBySaveSlotInfo> ();
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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<persistancePlayerSkillsListBySaveSlotInfo>;
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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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newPersistancePlayerSkillsListBySaveSlotInfo = 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 playerSkillsListCount = newPersistancePlayerSkillsListBySaveSlotInfo.playerSkillsList.Count;
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for (int j = 0; j < playerSkillsListCount; j++) {
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if (newPersistancePlayerSkillsListBySaveSlotInfo.playerSkillsList [j].playerID == skillsToSave.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 ("EXTRA INFO\n");
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print ("Number of skills: " + skillsToSave.categorySkillsList.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 " + skillsToSave.playerID);
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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].playerSkillsList [listIndex].categorySkillsList = skillsToSave.categorySkillsList;
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} else {
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infoListToSave [saveSlotIndex].playerSkillsList.Add (skillsToSave);
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}
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} else {
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newPersistancePlayerSkillsListBySaveSlotInfo.saveNumber = currentSaveNumber;
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newPersistancePlayerSkillsListBySaveSlotInfo.playerSkillsList.Add (skillsToSave);
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infoListToSave.Add (newPersistancePlayerSkillsListBySaveSlotInfo);
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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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getMainManager ();
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if (mainPlayerSkillsSystem == null) {
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return;
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}
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if (!mainPlayerSkillsSystem.playerSkillsActive) {
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return;
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}
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if (!mainPlayerSkillsSystem.saveCurrentPlayerSkillsToSaveFile) {
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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 skills");
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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<persistanceCategorySkillInfo> ();
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List<persistancePlayerSkillsListBySaveSlotInfo> infoListToLoad = new List<persistancePlayerSkillsListBySaveSlotInfo> ();
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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<persistancePlayerSkillsListBySaveSlotInfo>;
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file.Close ();
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}
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if (saveNumberToLoad > -1) {
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persistancePlayerSkillsListBySaveSlotInfo newPersistancePlayerSkillsListBySaveSlotInfo = new persistancePlayerSkillsListBySaveSlotInfo ();
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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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newPersistancePlayerSkillsListBySaveSlotInfo = infoListToLoad [j];
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}
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}
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int listIndex = -1;
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int playerSkillsListCount = newPersistancePlayerSkillsListBySaveSlotInfo.playerSkillsList.Count;
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for (int j = 0; j < playerSkillsListCount; j++) {
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if (newPersistancePlayerSkillsListBySaveSlotInfo.playerSkillsList [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.AddRange (newPersistancePlayerSkillsListBySaveSlotInfo.playerSkillsList [listIndex].categorySkillsList);
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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 ("Skills Loaded in Save Number " + saveNumberToLoad);
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}
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loadInfoOnMainComponent ();
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}
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public persistancePlayerCategorySkillInfo getPersistanceList (int playerID, bool showDebugInfo)
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{
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persistancePlayerCategorySkillInfo newSkillsList = new persistancePlayerCategorySkillInfo ();
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newSkillsList.playerID = playerID;
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List<persistanceCategorySkillInfo> newPersistanceCategorySkillInfoList = new List<persistanceCategorySkillInfo> ();
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List<playerSkillsSystem.skillCategoryInfo> skillCategoryInfoList = mainPlayerSkillsSystem.skillCategoryInfoList;
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int skillCategoryInfoListCount = skillCategoryInfoList.Count;
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for (int i = 0; i < skillCategoryInfoListCount; i++) {
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persistanceCategorySkillInfo newPersistanceCategorySkillInfo = new persistanceCategorySkillInfo ();
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List<persistanceSkillInfo> newPersistanceSkillInfoList = new List<persistanceSkillInfo> ();
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playerSkillsSystem.skillCategoryInfo currentSkillCategory = skillCategoryInfoList [i];
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int skillInfoListCount = currentSkillCategory.skillInfoList.Count;
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for (int k = 0; k < skillInfoListCount; k++) {
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playerSkillsSystem.skillInfo currentSkillInfo = currentSkillCategory.skillInfoList [k];
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persistanceSkillInfo newpersistanceSkillInfo = new persistanceSkillInfo ();
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newpersistanceSkillInfo.skillUnlocked = currentSkillInfo.skillUnlocked;
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newpersistanceSkillInfo.skillActive = currentSkillInfo.skillActive;
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newpersistanceSkillInfo.skillComplete = currentSkillInfo.skillComplete;
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newpersistanceSkillInfo.currentBoolState = currentSkillInfo.currentBoolState;
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newpersistanceSkillInfo.currentValue = currentSkillInfo.currentValue;
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newpersistanceSkillInfo.currentSkillLevel = currentSkillInfo.currentSkillLevel;
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newPersistanceSkillInfoList.Add (newpersistanceSkillInfo);
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}
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newPersistanceCategorySkillInfo.skillsList = newPersistanceSkillInfoList;
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newPersistanceCategorySkillInfoList.Add (newPersistanceCategorySkillInfo);
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}
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newSkillsList.categorySkillsList = newPersistanceCategorySkillInfoList;
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return newSkillsList;
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}
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void loadInfoOnMainComponent ()
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{
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valuesInitializedOnLoad = true;
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initializeValues ();
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if (persistanceInfoList != null && persistanceInfoList.Count > 0) {
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List<playerSkillsSystem.skillCategoryInfo> skillCategoryInfoList = mainPlayerSkillsSystem.skillCategoryInfoList;
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int skillCategoryInfoListCount = skillCategoryInfoList.Count;
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for (int i = 0; i < skillCategoryInfoListCount; i++) {
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playerSkillsSystem.skillCategoryInfo currentSkillCategory = skillCategoryInfoList [i];
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int skillInfoListCount = currentSkillCategory.skillInfoList.Count;
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for (int k = 0; k < skillInfoListCount; k++) {
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playerSkillsSystem.skillInfo currentSkillInfo = currentSkillCategory.skillInfoList [k];
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persistanceSkillInfo currentPersistanceSkillInfo = persistanceInfoList [i].skillsList [k];
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currentSkillInfo.skillUnlocked = currentPersistanceSkillInfo.skillUnlocked;
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currentSkillInfo.skillActive = currentPersistanceSkillInfo.skillActive;
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currentSkillInfo.skillComplete = currentPersistanceSkillInfo.skillComplete;
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currentSkillInfo.currentBoolState = currentPersistanceSkillInfo.currentBoolState;
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currentSkillInfo.currentValue = currentPersistanceSkillInfo.currentValue;
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currentSkillInfo.currentSkillLevel = currentPersistanceSkillInfo.currentSkillLevel;
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}
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}
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mainPlayerSkillsSystem.setIsLoadingGameState (true);
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}
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mainPlayerSkillsSystem.initializeSkillsValues ();
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}
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void getMainManager ()
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{
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if (mainPlayerSkillsSystem == null) {
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mainPlayerSkillsSystem = FindObjectOfType<playerSkillsSystem> ();
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}
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}
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void initializeValues ()
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{
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mainPlayerSkillsSystem.setIsLoadingGameState (false);
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if (!valuesInitializedOnLoad) {
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mainPlayerSkillsSystem.initializeSkillsValues ();
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}
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}
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}
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