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

127 lines
2.9 KiB
C#

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