127 lines
2.9 KiB
C#
127 lines
2.9 KiB
C#
using System.Collections;
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using System.Collections.Generic;
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using UnityEngine;
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[System.Serializable]
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public class persistanceInventoryListBySaveSlotInfo
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{
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public int saveNumber;
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public bool gameSavedOnHomeMenu;
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public List<persistanceInventoryListByPlayerInfo> playerInventoryList = new List<persistanceInventoryListByPlayerInfo> ();
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}
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[System.Serializable]
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public class persistanceInventoryListByPlayerInfo
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{
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public int playerID;
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public int inventorySlotAmount;
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public bool infiniteSlots;
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public bool inventoryWasEmptyWhenSaved;
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public List<persistanceInventoryObjectInfo> inventoryObjectList = new List<persistanceInventoryObjectInfo> ();
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//Crafting info
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public bool useOnlyBlueprintsUnlocked;
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public List<string> blueprintsUnlockedList = new List<string> ();
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public bool anyObjectToCraftInTimeActive;
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public List<craftObjectInTimeSimpleInfo> craftObjectInTimeSimpleInfoList = new List<craftObjectInTimeSimpleInfo> ();
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public List<string> objectCategoriesToCraftAvailableAtAnyMoment = new List<string> ();
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public string lastWeaponCarriedOnHandsName = "";
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}
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[System.Serializable]
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public class persistanceInventoryObjectInfo
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{
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public string Name;
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public int amount;
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public bool infiniteAmount;
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public string inventoryObjectName;
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public int categoryIndex;
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public int elementIndex;
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public bool isEquipped;
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public int quickAccessSlotIndex = -1;
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public float vendorPrice;
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public float sellPrice;
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public bool infiniteVendorAmountAvailable;
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public bool useMinLevelToBuy;
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public float minLevelToBuy;
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public bool spawnObject;
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public bool useDurability;
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public float durabilityAmount;
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public float maxDurabilityAmount;
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public bool objectIsBroken;
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public bool isWeapon;
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public bool isMeleeWeapon;
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public int projectilesInMagazine = -1;
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public persistanceInventoryObjectInfo (persistanceInventoryObjectInfo obj)
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{
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Name = obj.Name;
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amount = obj.amount;
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infiniteAmount = obj.infiniteAmount;
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inventoryObjectName = obj.inventoryObjectName;
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categoryIndex = obj.categoryIndex;
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elementIndex = obj.elementIndex;
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isEquipped = obj.isEquipped;
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quickAccessSlotIndex = obj.quickAccessSlotIndex;
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vendorPrice = obj.vendorPrice;
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infiniteVendorAmountAvailable = obj.infiniteVendorAmountAvailable;
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sellPrice = obj.sellPrice;
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useMinLevelToBuy = obj.useMinLevelToBuy;
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minLevelToBuy = obj.minLevelToBuy;
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spawnObject = obj.spawnObject;
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useDurability = obj.useDurability;
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durabilityAmount = obj.durabilityAmount;
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maxDurabilityAmount = obj.maxDurabilityAmount;
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objectIsBroken = obj.objectIsBroken;
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isWeapon = obj.isWeapon;
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isMeleeWeapon = obj.isWeapon;
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projectilesInMagazine = obj.projectilesInMagazine;
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}
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public persistanceInventoryObjectInfo ()
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{
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Name = "New Object";
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}
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}
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[System.Serializable]
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public class craftObjectInTimeSimpleInfo
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{
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public string objectName;
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public string objectCategoryName;
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public int amount;
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public float timeToCraftObject;
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public bool objectCreatedOnWorkbench;
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public int workbenchID;
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} |