using System.Collections; using System.Collections.Generic; using UnityEngine; public class inventoryManagerInfo : MonoBehaviour { public bool saveCurrentPlayerInventoryToSaveFile = true; public bool loadCurrentPlayerInventoryFromSaveFile = true; public bool setInfiniteSlotValuesOnSaveLoad = true; public int inventorySlotAmount; public bool infiniteSlots; public List inventoryList = new List (); public bool isLoadingGame; public string lastWeaponCarriedOnHandsName = ""; public bool inventoryWasEmptyWhenSaved; protected virtual void InitializeAudioElements () { foreach (var inventoryInfo in inventoryList) inventoryInfo.InitializeAudioElements (); } public virtual bool isSaveCurrentPlayerInventoryToSaveFileActive () { return saveCurrentPlayerInventoryToSaveFile; } public virtual bool isLoadCurrentPlayerInventoryFromSaveFileActive () { return loadCurrentPlayerInventoryFromSaveFile; } public virtual void setInventorySlotAmountValue (int newValue) { inventorySlotAmount = newValue; } public virtual int getInventorySlotAmount () { return inventorySlotAmount; } public virtual void setInfiniteSlotsState (bool state) { infiniteSlots = state; } public virtual bool isSetInfiniteSlotValuesOnSaveLoadActive () { return setInfiniteSlotValuesOnSaveLoad; } public virtual bool isInfiniteSlotsActive () { return infiniteSlots; } public virtual void initializeInventoryValues () { } public virtual List getInventoryList () { return inventoryList; } public virtual List getCurrentInventoryListManagerList () { return null; } public virtual void setNewInventoryListManagerList (List newList) { } public void setIsLoadingGameState (bool state) { isLoadingGame = state; } public bool isLoadingGameState () { return isLoadingGame; } public virtual void updateDurabilityAmountStateOnAllInventoryObjects () { } public virtual string getLastWeaponCarriedOnHandsName () { return lastWeaponCarriedOnHandsName; } public virtual void setLastWeaponCarriedOnHandsName (string objectName) { lastWeaponCarriedOnHandsName = objectName; } public virtual void setInventoryWasEmptyWhenSavedState (bool state) { inventoryWasEmptyWhenSaved = state; } public virtual bool getInventoryWasEmptyWhenSaved () { return inventoryWasEmptyWhenSaved; } }