Files
FueraDeEscala/Assets/Game Kit Controller/Scripts/Save System/Custom Class To Save/saveMeleeWeaponsInfo.cs
Robii Aragon 779f2c8b20 add ckg
plantilla base para movimiento básico
2026-02-05 05:07:55 -08:00

313 lines
9.9 KiB
C#

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 ();
}
}
}