Files
FueraDeEscala/Assets/Game Kit Controller/Scripts/Inventory/inventoryManagerInfo.cs
Robii Aragon fd87a6ffd5 add ckg
plantilla base para movimiento básico
2026-02-05 05:07:55 -08:00

121 lines
2.7 KiB
C#

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<inventoryInfo> inventoryList = new List<inventoryInfo> ();
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<inventoryInfo> getInventoryList ()
{
return inventoryList;
}
public virtual List<inventoryListElement> getCurrentInventoryListManagerList ()
{
return null;
}
public virtual void setNewInventoryListManagerList (List<inventoryListElement> 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;
}
}