add ckg
plantilla base para movimiento básico
This commit is contained in:
@@ -0,0 +1,313 @@
|
||||
using System.Collections;
|
||||
using System.Collections.Generic;
|
||||
using UnityEngine;
|
||||
using System.Runtime.Serialization.Formatters.Binary;
|
||||
using System.IO;
|
||||
using System;
|
||||
|
||||
public class saveMeleeWeaponsInfo : saveGameInfo
|
||||
{
|
||||
public meleeWeaponsGrabbedManager mainMeleeWeaponsGrabbedManager;
|
||||
|
||||
List<persistanceMeleeInfo> persistanceInfoList;
|
||||
|
||||
bool valuesInitializedOnLoad;
|
||||
|
||||
|
||||
public override void saveGame (int saveNumber, int playerID, string currentSaveDataPath, bool showDebugInfo, bool savingGameToChangeScene)
|
||||
{
|
||||
saveGameContent (saveNumber, playerID, currentSaveDataPath, showDebugInfo, savingGameToChangeScene);
|
||||
}
|
||||
|
||||
public override void loadGame (int saveNumberToLoad, int playerID, string currentSaveDataPath, bool showDebugInfo)
|
||||
{
|
||||
loadGameContent (saveNumberToLoad, playerID, currentSaveDataPath, showDebugInfo);
|
||||
}
|
||||
|
||||
public override void initializeValuesOnComponent ()
|
||||
{
|
||||
initializeValues ();
|
||||
}
|
||||
|
||||
public void saveGameContent (int currentSaveNumber, int playerID, string currentSaveDataPath, bool showDebugInfo, bool savingGameToChangeScene)
|
||||
{
|
||||
if (mainMeleeWeaponsGrabbedManager == null) {
|
||||
return;
|
||||
}
|
||||
|
||||
if (!mainMeleeWeaponsGrabbedManager.meleeWeaponsGrabbedManagerEnabled) {
|
||||
return;
|
||||
}
|
||||
|
||||
if (!mainMeleeWeaponsGrabbedManager.saveCurrentMeleeWeaponListToSaveFile) {
|
||||
return;
|
||||
}
|
||||
|
||||
if (mainMeleeWeaponsGrabbedManager.storePickedWeaponsOnInventory) {
|
||||
return;
|
||||
}
|
||||
|
||||
if (showDebugInfo) {
|
||||
print ("\n\n");
|
||||
|
||||
print ("Saving melee weapons");
|
||||
}
|
||||
|
||||
bool saveLocated = false;
|
||||
bool playerLocated = false;
|
||||
|
||||
int saveSlotIndex = -1;
|
||||
int listIndex = -1;
|
||||
|
||||
BinaryFormatter bf = new BinaryFormatter ();
|
||||
FileStream file;
|
||||
|
||||
persistanceMeleeWeaponInfo meleeWeaponsToSave = getPersistanceList (playerID, showDebugInfo);
|
||||
|
||||
persistanceMeleeWeaponListBySaveSlotInfo newPersistanceMeleeWeaponListBySaveSlotInfo = new persistanceMeleeWeaponListBySaveSlotInfo ();
|
||||
|
||||
List<persistanceMeleeWeaponListBySaveSlotInfo> infoListToSave = new List<persistanceMeleeWeaponListBySaveSlotInfo> ();
|
||||
|
||||
if (File.Exists (currentSaveDataPath)) {
|
||||
bf = new BinaryFormatter ();
|
||||
file = File.Open (currentSaveDataPath, FileMode.Open);
|
||||
object currentData = bf.Deserialize (file);
|
||||
|
||||
infoListToSave = currentData as List<persistanceMeleeWeaponListBySaveSlotInfo>;
|
||||
|
||||
file.Close ();
|
||||
}
|
||||
|
||||
int infoListToSaveCount = infoListToSave.Count;
|
||||
|
||||
for (int j = 0; j < infoListToSaveCount; j++) {
|
||||
if (infoListToSave [j].saveNumber == currentSaveNumber) {
|
||||
newPersistanceMeleeWeaponListBySaveSlotInfo = infoListToSave [j];
|
||||
|
||||
saveLocated = true;
|
||||
saveSlotIndex = j;
|
||||
}
|
||||
}
|
||||
|
||||
if (saveLocated) {
|
||||
int meleeWeaponListCount = newPersistanceMeleeWeaponListBySaveSlotInfo.meleeWeaponList.Count;
|
||||
|
||||
for (int j = 0; j < meleeWeaponListCount; j++) {
|
||||
if (newPersistanceMeleeWeaponListBySaveSlotInfo.meleeWeaponList [j].playerID == meleeWeaponsToSave.playerID) {
|
||||
playerLocated = true;
|
||||
listIndex = j;
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
//if the save is located, check if the player id exists
|
||||
if (saveLocated) {
|
||||
//if player id exists, overwrite it
|
||||
if (playerLocated) {
|
||||
infoListToSave [saveSlotIndex].meleeWeaponList [listIndex].meleeList = meleeWeaponsToSave.meleeList;
|
||||
} else {
|
||||
infoListToSave [saveSlotIndex].meleeWeaponList.Add (meleeWeaponsToSave);
|
||||
}
|
||||
} else {
|
||||
newPersistanceMeleeWeaponListBySaveSlotInfo.saveNumber = currentSaveNumber;
|
||||
newPersistanceMeleeWeaponListBySaveSlotInfo.meleeWeaponList.Add (meleeWeaponsToSave);
|
||||
|
||||
infoListToSave.Add (newPersistanceMeleeWeaponListBySaveSlotInfo);
|
||||
}
|
||||
|
||||
bf = new BinaryFormatter ();
|
||||
file = File.Open (currentSaveDataPath, FileMode.OpenOrCreate);
|
||||
bf.Serialize (file, infoListToSave);
|
||||
|
||||
file.Close ();
|
||||
|
||||
if (showDebugInfo) {
|
||||
print ("\n\n");
|
||||
|
||||
print ("Melee Weapons Saved in Save Number " + currentSaveNumber);
|
||||
}
|
||||
}
|
||||
|
||||
public void loadGameContent (int saveNumberToLoad, int playerID, string currentSaveDataPath, bool showDebugInfo)
|
||||
{
|
||||
if (mainMeleeWeaponsGrabbedManager == null) {
|
||||
return;
|
||||
}
|
||||
|
||||
if (!mainMeleeWeaponsGrabbedManager.meleeWeaponsGrabbedManagerEnabled) {
|
||||
return;
|
||||
}
|
||||
|
||||
if (mainMeleeWeaponsGrabbedManager.storePickedWeaponsOnInventory) {
|
||||
return;
|
||||
}
|
||||
|
||||
initializeValues ();
|
||||
|
||||
if (showDebugInfo) {
|
||||
print ("\n\n");
|
||||
|
||||
print ("Loading melee weapons");
|
||||
}
|
||||
|
||||
//need to store and check the current slot saved and the player which is saving, to get that concrete info
|
||||
persistanceInfoList = new List<persistanceMeleeInfo> ();
|
||||
|
||||
List<persistanceMeleeWeaponListBySaveSlotInfo> infoListToLoad = new List<persistanceMeleeWeaponListBySaveSlotInfo> ();
|
||||
|
||||
if (File.Exists (currentSaveDataPath)) {
|
||||
BinaryFormatter bf = new BinaryFormatter ();
|
||||
FileStream file = File.Open (currentSaveDataPath, FileMode.Open);
|
||||
object currentData = bf.Deserialize (file);
|
||||
|
||||
infoListToLoad = currentData as List<persistanceMeleeWeaponListBySaveSlotInfo>;
|
||||
|
||||
file.Close ();
|
||||
}
|
||||
|
||||
if (saveNumberToLoad > -1) {
|
||||
persistanceMeleeWeaponListBySaveSlotInfo newPersistanceMeleeWeaponListBySaveSlotInfo = new persistanceMeleeWeaponListBySaveSlotInfo ();
|
||||
|
||||
int infoListToLoadCount = infoListToLoad.Count;
|
||||
|
||||
for (int j = 0; j < infoListToLoadCount; j++) {
|
||||
|
||||
if (infoListToLoad [j].saveNumber == saveNumberToLoad) {
|
||||
newPersistanceMeleeWeaponListBySaveSlotInfo = infoListToLoad [j];
|
||||
}
|
||||
}
|
||||
|
||||
int listIndex = -1;
|
||||
|
||||
int meleeWeaponListCount = newPersistanceMeleeWeaponListBySaveSlotInfo.meleeWeaponList.Count;
|
||||
|
||||
for (int j = 0; j < meleeWeaponListCount; j++) {
|
||||
|
||||
if (newPersistanceMeleeWeaponListBySaveSlotInfo.meleeWeaponList [j].playerID == playerID) {
|
||||
listIndex = j;
|
||||
}
|
||||
}
|
||||
|
||||
if (listIndex > -1) {
|
||||
persistanceInfoList.AddRange (newPersistanceMeleeWeaponListBySaveSlotInfo.meleeWeaponList [listIndex].meleeList);
|
||||
}
|
||||
}
|
||||
|
||||
if (showDebugInfo) {
|
||||
print ("\n\n");
|
||||
|
||||
print ("Melee Weapons Loaded in Save Number " + saveNumberToLoad);
|
||||
print ("Number of Melee Weapons: " + persistanceInfoList.Count);
|
||||
}
|
||||
|
||||
loadInfoOnMainComponent ();
|
||||
}
|
||||
|
||||
|
||||
persistanceMeleeWeaponInfo getPersistanceList (int playerID, bool showDebugInfo)
|
||||
{
|
||||
persistanceMeleeWeaponInfo newPersistanceMeleeWeaponInfo = new persistanceMeleeWeaponInfo ();
|
||||
|
||||
newPersistanceMeleeWeaponInfo.playerID = playerID;
|
||||
|
||||
List<persistanceMeleeInfo> newPersistanceMeleeInfoList = new List<persistanceMeleeInfo> ();
|
||||
|
||||
List<meleeWeaponsGrabbedManager.meleeWeaponGrabbedInfo> meleeWeaponGrabbedInfoList = mainMeleeWeaponsGrabbedManager.meleeWeaponGrabbedInfoList;
|
||||
|
||||
int meleeWeaponGrabbedInfoListCount = meleeWeaponGrabbedInfoList.Count;
|
||||
|
||||
for (int k = 0; k < meleeWeaponGrabbedInfoListCount; k++) {
|
||||
persistanceMeleeInfo newPersistanceMeleeInfo = new persistanceMeleeInfo ();
|
||||
|
||||
meleeWeaponsGrabbedManager.meleeWeaponGrabbedInfo currentWeapon = meleeWeaponGrabbedInfoList [k];
|
||||
|
||||
newPersistanceMeleeInfo.weaponActiveIndex = currentWeapon.weaponPrefabIndex;
|
||||
newPersistanceMeleeInfo.isCurrentWeapon = currentWeapon.isCurrentWeapon;
|
||||
|
||||
newPersistanceMeleeInfoList.Add (newPersistanceMeleeInfo);
|
||||
|
||||
if (showDebugInfo) {
|
||||
print ("Weapon " + currentWeapon.Name + " " + currentWeapon.weaponPrefabIndex + " " + currentWeapon.isCurrentWeapon);
|
||||
}
|
||||
}
|
||||
|
||||
newPersistanceMeleeWeaponInfo.meleeList = newPersistanceMeleeInfoList;
|
||||
|
||||
return newPersistanceMeleeWeaponInfo;
|
||||
}
|
||||
|
||||
|
||||
void loadInfoOnMainComponent ()
|
||||
{
|
||||
valuesInitializedOnLoad = true;
|
||||
|
||||
initializeValues ();
|
||||
|
||||
if (persistanceInfoList != null && persistanceInfoList.Count > 0) {
|
||||
|
||||
List<meleeWeaponsGrabbedManager.meleeWeaponPrefabInfo> meleeWeaponPrefabInfoList = mainMeleeWeaponsGrabbedManager.meleeWeaponPrefabInfoList;
|
||||
|
||||
List<meleeWeaponsGrabbedManager.meleeWeaponGrabbedInfo> meleeWeaponGrabbedInfoList = mainMeleeWeaponsGrabbedManager.meleeWeaponGrabbedInfoList;
|
||||
|
||||
int persistanceInfoListCount = persistanceInfoList.Count;
|
||||
|
||||
for (int i = 0; i < persistanceInfoListCount; i++) {
|
||||
|
||||
persistanceMeleeInfo currentPersistanceMeleeInfo = persistanceInfoList [i];
|
||||
|
||||
meleeWeaponsGrabbedManager.meleeWeaponPrefabInfo currentMeleeWeaponPrefabInfo = meleeWeaponPrefabInfoList [currentPersistanceMeleeInfo.weaponActiveIndex];
|
||||
|
||||
if (currentMeleeWeaponPrefabInfo != null) {
|
||||
meleeWeaponsGrabbedManager.meleeWeaponGrabbedInfo newMeleeWeaponGrabbedInfo = new meleeWeaponsGrabbedManager.meleeWeaponGrabbedInfo ();
|
||||
|
||||
newMeleeWeaponGrabbedInfo.Name = currentMeleeWeaponPrefabInfo.Name;
|
||||
|
||||
newMeleeWeaponGrabbedInfo.weaponPrefabIndex = currentMeleeWeaponPrefabInfo.weaponPrefabIndex;
|
||||
|
||||
meleeWeaponGrabbedInfoList.Add (newMeleeWeaponGrabbedInfo);
|
||||
|
||||
if (currentPersistanceMeleeInfo.isCurrentWeapon) {
|
||||
mainMeleeWeaponsGrabbedManager.currentWeaponIndex = currentMeleeWeaponPrefabInfo.weaponPrefabIndex;
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
if (!mainMeleeWeaponsGrabbedManager.isGrabObjectsEnabled ()) {
|
||||
return;
|
||||
}
|
||||
|
||||
int meleeWeaponGrabbedInfoListCount = meleeWeaponGrabbedInfoList.Count;
|
||||
|
||||
for (int k = 0; k < meleeWeaponGrabbedInfoListCount; k++) {
|
||||
meleeWeaponsGrabbedManager.meleeWeaponGrabbedInfo currentMeleeWeaponGrabbedInfo = meleeWeaponGrabbedInfoList [k];
|
||||
|
||||
currentMeleeWeaponGrabbedInfo.weaponInstantiated = true;
|
||||
|
||||
meleeWeaponsGrabbedManager.meleeWeaponPrefabInfo currentMeleeWeaponPrefabInfo = mainMeleeWeaponsGrabbedManager.getWeaponPrefabByName (currentMeleeWeaponGrabbedInfo.Name);
|
||||
|
||||
if (currentMeleeWeaponPrefabInfo != null) {
|
||||
currentMeleeWeaponGrabbedInfo.weaponStored = (GameObject)Instantiate (currentMeleeWeaponPrefabInfo.weaponPrefab, Vector3.up * 1000, Quaternion.identity);
|
||||
|
||||
currentMeleeWeaponGrabbedInfo.weaponPrefabIndex = currentMeleeWeaponPrefabInfo.weaponPrefabIndex;
|
||||
|
||||
mainMeleeWeaponsGrabbedManager.checkObjectMeshToEnableOrDisable (!currentMeleeWeaponGrabbedInfo.hideWeaponMeshWhenNotUsed, currentMeleeWeaponGrabbedInfo);
|
||||
|
||||
currentMeleeWeaponGrabbedInfo.weaponStored.SetActive (false);
|
||||
}
|
||||
}
|
||||
|
||||
mainMeleeWeaponsGrabbedManager.isLoadingGame = true;
|
||||
}
|
||||
|
||||
mainMeleeWeaponsGrabbedManager.initializeMeleeManagerValues ();
|
||||
}
|
||||
|
||||
void initializeValues ()
|
||||
{
|
||||
mainMeleeWeaponsGrabbedManager.isLoadingGame = false;
|
||||
|
||||
if (!valuesInitializedOnLoad) {
|
||||
mainMeleeWeaponsGrabbedManager.initializeMeleeManagerValues ();
|
||||
}
|
||||
}
|
||||
}
|
||||
Reference in New Issue
Block a user