add ckg
plantilla base para movimiento básico
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@@ -0,0 +1,299 @@
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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 saveStatsInfo : saveGameInfo
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{
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public playerStatsSystem mainPlayerStatsSystem;
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List<persistanceStatInfo> 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 (mainPlayerStatsSystem == null) {
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return;
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}
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if (!mainPlayerStatsSystem.playerStatsActive) {
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return;
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}
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if (!mainPlayerStatsSystem.saveCurrentPlayerStatsToSaveFile) {
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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 stats");
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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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persistancePlayerStatInfo statsToSave = getPersistanceList (playerID, showDebugInfo);
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persistancePlayerStatsListBySaveSlotInfo newPersistancePlayerStatsListBySaveSlotInfo = new persistancePlayerStatsListBySaveSlotInfo ();
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List<persistancePlayerStatsListBySaveSlotInfo> infoListToSave = new List<persistancePlayerStatsListBySaveSlotInfo> ();
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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<persistancePlayerStatsListBySaveSlotInfo>;
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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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newPersistancePlayerStatsListBySaveSlotInfo = 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 playerStatsListCount = newPersistancePlayerStatsListBySaveSlotInfo.playerStatsList.Count;
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for (int j = 0; j < playerStatsListCount; j++) {
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if (newPersistancePlayerStatsListBySaveSlotInfo.playerStatsList [j].playerID == statsToSave.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 stats: " + statsToSave.statsList.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 " + statsToSave.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].playerStatsList [listIndex].statsList = statsToSave.statsList;
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} else {
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infoListToSave [saveSlotIndex].playerStatsList.Add (statsToSave);
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}
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} else {
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newPersistancePlayerStatsListBySaveSlotInfo.saveNumber = currentSaveNumber;
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newPersistancePlayerStatsListBySaveSlotInfo.playerStatsList.Add (statsToSave);
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infoListToSave.Add (newPersistancePlayerStatsListBySaveSlotInfo);
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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 (mainPlayerStatsSystem == null) {
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return;
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}
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if (!mainPlayerStatsSystem.playerStatsActive) {
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return;
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}
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if (!mainPlayerStatsSystem.saveCurrentPlayerStatsToSaveFile) {
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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 stats");
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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<persistanceStatInfo> ();
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List<persistancePlayerStatsListBySaveSlotInfo> infoListToLoad = new List<persistancePlayerStatsListBySaveSlotInfo> ();
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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<persistancePlayerStatsListBySaveSlotInfo>;
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file.Close ();
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}
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if (saveNumberToLoad > -1) {
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persistancePlayerStatsListBySaveSlotInfo newPersistancePlayerStatsListBySaveSlotInfo = new persistancePlayerStatsListBySaveSlotInfo ();
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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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newPersistancePlayerStatsListBySaveSlotInfo = infoListToLoad [j];
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}
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}
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int listIndex = -1;
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int playerStatsListCount = newPersistancePlayerStatsListBySaveSlotInfo.playerStatsList.Count;
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for (int j = 0; j < playerStatsListCount; j++) {
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if (newPersistancePlayerStatsListBySaveSlotInfo.playerStatsList [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 (newPersistancePlayerStatsListBySaveSlotInfo.playerStatsList [listIndex].statsList);
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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 ("Stats Loaded in Save Number " + saveNumberToLoad);
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print ("Number of stats: " + persistanceInfoList.Count);
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}
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loadInfoOnMainComponent (showDebugInfo);
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}
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public persistancePlayerStatInfo getPersistanceList (int playerID, bool showDebugInfo)
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{
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persistancePlayerStatInfo newStatsList = new persistancePlayerStatInfo ();
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newStatsList.playerID = playerID;
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List<persistanceStatInfo> newPersistanceStatInfoList = new List<persistanceStatInfo> ();
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playerStatsSystem.statInfo currentStatInfo = null;
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List<playerStatsSystem.statInfo> statInfoList = mainPlayerStatsSystem.statInfoList;
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int statInfoListCount = statInfoList.Count;
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for (int k = 0; k < statInfoListCount; k++) {
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currentStatInfo = statInfoList [k];
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persistanceStatInfo newpersistanceStatInfo = new persistanceStatInfo ();
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newpersistanceStatInfo.currentValue = currentStatInfo.currentValue;
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newpersistanceStatInfo.extraCurrentValue = currentStatInfo.extraCurrentValue;
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if (newpersistanceStatInfo.extraCurrentValue > 0) {
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newpersistanceStatInfo.currentValue -= newpersistanceStatInfo.extraCurrentValue;
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newpersistanceStatInfo.currentValue = Mathf.Clamp (newpersistanceStatInfo.currentValue, 0, newpersistanceStatInfo.currentValue);
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}
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newpersistanceStatInfo.currentBoolState = currentStatInfo.currentBoolState;
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newPersistanceStatInfoList.Add (newpersistanceStatInfo);
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}
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newStatsList.statsList = newPersistanceStatInfoList;
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return newStatsList;
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}
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void loadInfoOnMainComponent (bool showDebugInfo)
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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<playerStatsSystem.statInfo> statInfoList = mainPlayerStatsSystem.statInfoList;
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int statInfoListCount = statInfoList.Count;
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for (int k = 0; k < statInfoListCount; k++) {
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playerStatsSystem.statInfo currentStatInfo = statInfoList [k];
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persistanceStatInfo currentPersistanceStatInfo = persistanceInfoList [k];
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if (!currentStatInfo.ignoreStatInitializationOnLoadGame) {
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currentStatInfo.currentValue = currentPersistanceStatInfo.currentValue;
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currentStatInfo.currentBoolState = currentPersistanceStatInfo.currentBoolState;
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if (showDebugInfo) {
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print (statInfoList [k].Name + " " + statInfoList [k].currentValue + " " + statInfoList [k].currentBoolState);
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}
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}
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}
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mainPlayerStatsSystem.setIsLoadingGameState (true);
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}
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mainPlayerStatsSystem.initializeStatsValues ();
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}
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void getMainManager ()
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{
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if (mainPlayerStatsSystem == null) {
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mainPlayerStatsSystem = FindObjectOfType<playerStatsSystem> ();
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}
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}
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void initializeValues ()
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{
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mainPlayerStatsSystem.setIsLoadingGameState (false);
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if (!valuesInitializedOnLoad) {
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mainPlayerStatsSystem.initializeStatsValues ();
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}
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}
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}
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