add ckg
plantilla base para movimiento básico
This commit is contained in:
@@ -0,0 +1,250 @@
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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 saveTravelStationInfo : saveGameInfo
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{
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public travelStationUISystem mainTravelStationUISystem;
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List<persistanceTravelStationInfo> 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 (mainTravelStationUISystem == null) {
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return;
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}
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if (!mainTravelStationUISystem.travelStationUIActive) {
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return;
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}
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if (!mainTravelStationUISystem.saveCurrentTravelStationToSaveFile) {
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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 travel stations");
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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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persistancePlayerTravelStationInfo traveStationListToSave = getPersistanceList (playerID, showDebugInfo);
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persistanceTravelStationListBySaveSlotInfo newPersistanceTravelStationListBySaveSlotInfo = new persistanceTravelStationListBySaveSlotInfo ();
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List<persistanceTravelStationListBySaveSlotInfo> infoListToSave = new List<persistanceTravelStationListBySaveSlotInfo> ();
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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<persistanceTravelStationListBySaveSlotInfo>;
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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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newPersistanceTravelStationListBySaveSlotInfo = 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 playerTravelStationListCount = newPersistanceTravelStationListBySaveSlotInfo.playerTravelStationList.Count;
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for (int j = 0; j < playerTravelStationListCount; j++) {
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if (newPersistanceTravelStationListBySaveSlotInfo.playerTravelStationList [j].playerID == traveStationListToSave.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 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].playerTravelStationList [listIndex].travelStationList = traveStationListToSave.travelStationList;
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} else {
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infoListToSave [saveSlotIndex].playerTravelStationList.Add (traveStationListToSave);
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}
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} else {
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newPersistanceTravelStationListBySaveSlotInfo.saveNumber = currentSaveNumber;
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newPersistanceTravelStationListBySaveSlotInfo.playerTravelStationList.Add (traveStationListToSave);
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infoListToSave.Add (newPersistanceTravelStationListBySaveSlotInfo);
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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 (mainTravelStationUISystem == null) {
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return;
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}
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if (!mainTravelStationUISystem.travelStationUIActive) {
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return;
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}
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if (!mainTravelStationUISystem.saveCurrentTravelStationToSaveFile) {
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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 travel stations");
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}
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persistanceInfoList = new List<persistanceTravelStationInfo> ();
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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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List<persistanceTravelStationListBySaveSlotInfo> infoListToLoad = new List<persistanceTravelStationListBySaveSlotInfo> ();
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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<persistanceTravelStationListBySaveSlotInfo>;
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file.Close ();
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}
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if (saveNumberToLoad > -1) {
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persistanceTravelStationListBySaveSlotInfo newPersistanceTravelStationListBySaveSlotInfo = new persistanceTravelStationListBySaveSlotInfo ();
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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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newPersistanceTravelStationListBySaveSlotInfo = infoListToLoad [j];
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}
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}
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int listIndex = -1;
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int playerTravelStationListCount = newPersistanceTravelStationListBySaveSlotInfo.playerTravelStationList.Count;
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for (int j = 0; j < playerTravelStationListCount; j++) {
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if (newPersistanceTravelStationListBySaveSlotInfo.playerTravelStationList [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 (newPersistanceTravelStationListBySaveSlotInfo.playerTravelStationList [listIndex].travelStationList);
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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 ("Travel Stations Loaded in Save Number " + saveNumberToLoad);
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print ("Number of travel station: " + persistanceInfoList.Count);
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}
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loadInfoOnMainComponent ();
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}
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persistancePlayerTravelStationInfo getPersistanceList (int playerID, bool showDebugInfo)
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{
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persistancePlayerTravelStationInfo newPersistancePlayerTravelStationInfo = new persistancePlayerTravelStationInfo ();
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newPersistancePlayerTravelStationInfo.playerID = playerID;
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List<persistanceTravelStationInfo> newPersistanceTravelStationInfoList = new List<persistanceTravelStationInfo> ();
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List<travelStationUISystem.foundTravelStationInfo> foundTravelStationInfoList = mainTravelStationUISystem.foundTravelStationInfoList;
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int foundTravelStationInfoListCount = foundTravelStationInfoList.Count;
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for (int k = 0; k < foundTravelStationInfoListCount; k++) {
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persistanceTravelStationInfo newPersistanceTravelStationInfo = new persistanceTravelStationInfo ();
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travelStationUISystem.foundTravelStationInfo currentStationInfo = foundTravelStationInfoList [k];
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newPersistanceTravelStationInfo.sceneNumberToLoad = currentStationInfo.sceneNumberToLoad;
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newPersistanceTravelStationInfo.levelManagerIDToLoad = currentStationInfo.levelManagerIDToLoad;
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newPersistanceTravelStationInfoList.Add (newPersistanceTravelStationInfo);
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}
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newPersistancePlayerTravelStationInfo.travelStationList = newPersistanceTravelStationInfoList;
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return newPersistancePlayerTravelStationInfo;
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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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int persistanceInfoListCount = persistanceInfoList.Count;
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// print (persistanceInfoListCount);
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List<travelStationUISystem.foundTravelStationInfo> foundTravelStationInfoList = mainTravelStationUISystem.foundTravelStationInfoList;
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for (int i = 0; i < persistanceInfoListCount; i++) {
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persistanceTravelStationInfo currentPersistanceTravelStationInfo = persistanceInfoList [i];
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travelStationUISystem.foundTravelStationInfo newFoundTravelStationInfo = new travelStationUISystem.foundTravelStationInfo ();
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newFoundTravelStationInfo.sceneNumberToLoad = currentPersistanceTravelStationInfo.sceneNumberToLoad;
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newFoundTravelStationInfo.levelManagerIDToLoad = currentPersistanceTravelStationInfo.levelManagerIDToLoad;
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foundTravelStationInfoList.Add (newFoundTravelStationInfo);
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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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mainTravelStationUISystem.initializeTravelStationValues ();
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}
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}
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