public RupeeSaveData[][] dungeon_data = new RupeeSaveData[5][]; // the dungeon states // default constructor that initializes the save data public SaveData() { // player starts with an empty inventory item_inventory[0] = new Dictionary <int, int>(); // stock the merchant's inventory item_inventory[1] = new Dictionary <int, int>(); var _inventory = item_inventory[1]; _inventory.Add(101, 1); _inventory.Add(102, 1); _inventory.Add(201, 1); _inventory.Add(202, 1); _inventory.Add(301, 1); _inventory.Add(302, 1); _inventory.Add(401, 1); _inventory.Add(402, 1); _inventory.Add(501, 1); _inventory.Add(502, 1); // initialize the dungeon state for (int i = 0; i < 5; ++i) { dungeon_data[i] = new RupeeSaveData[3]; for (int j = 0; j < 3; ++j) { var rupee_data = new RupeeSaveData(); rupee_data.id = j; rupee_data.picked_up = false; dungeon_data[i][j] = rupee_data; } } }
public ScheduleData schedule = new ScheduleData(); // the schedule #endregion Fields #region Constructors // default constructor that initializes the save data public SaveData() { // player starts with an empty inventory item_inventory[0] = new Dictionary<int, int>(); // stock the merchant's inventory item_inventory[1] = new Dictionary<int, int>(); var _inventory = item_inventory[1]; _inventory.Add(101, 1); _inventory.Add(102, 1); _inventory.Add(201, 1); _inventory.Add(202, 1); _inventory.Add(301, 1); _inventory.Add(302, 1); _inventory.Add(401, 1); _inventory.Add(402, 1); _inventory.Add(501, 1); _inventory.Add(502, 1); // initialize the dungeon state for (int i = 0; i < 5; ++i) { dungeon_data[i] = new RupeeSaveData[3]; for (int j = 0; j < 3; ++j) { var rupee_data = new RupeeSaveData(); rupee_data.id = j; rupee_data.picked_up = false; dungeon_data[i][j] = rupee_data; } } }