Ejemplo n.º 1
0
    public SaveData(Player pl)
    {
        Scrap      = pl.Scrap;
        Metal      = pl.Metal;
        Experience = pl.Experience;
        Level      = pl.Level;
        Map        = pl.Map;
        PositionX  = pl.transform.position.x;
        PositionY  = pl.transform.position.y;

        Lasers = new List <int>();
        foreach (int i in pl.Lasers)
        {
            Lasers.Add(i);
        }

        Rockets = new List <int>();
        foreach (int i in pl.Rockets)
        {
            Rockets.Add(i);
        }

        Ships = new List <SaveShip>();
        foreach (HangarShip hangar in pl.Ships.Values)
        {
            SaveShip ship = new SaveShip();
            ship.UpgradeHitpoints = hangar.UpgradeHitpoints;
            ship.UpgradeSpeed     = hangar.UpgradeSpeed;
            ship.Bought           = hangar.Bought;
            ship.Used             = hangar.Used;
            Ships.Add(ship);
        }

        SelectedAmmo = pl.SelectedAmmo;

        PlayerItems = pl.Items;
    }
Ejemplo n.º 2
0
    public SaveData()
    {
        Scrap      = 100000;
        Metal      = 100;
        Experience = 0;
        Level      = 50;
        Map        = 0;
        PositionX  = 50;
        PositionY  = -50;

        Lasers = new List <int>();
        for (int i = 0; i < Enum.GetNames(typeof(LaserBullets)).Length; i++)
        {
            if (i == 0)
            {
                Lasers.Add(1000);
            }
            else
            {
                Lasers.Add(0);
            }
        }

        Rockets = new List <int>();
        for (int i = 0; i < Enum.GetNames(typeof(RocketBullets)).Length; i++)
        {
            if (i == 0)
            {
                Rockets.Add(100);
            }
            else
            {
                Rockets.Add(0);
            }
        }

        Ships = new List <SaveShip>();
        for (int i = 0; i < Enum.GetNames(typeof(PlayerShips)).Length; i++)
        {
            List <Upgrade>[] upgrades = Game.ShipUpgrades((PlayerShips)i);
            SaveShip         ship     = new SaveShip();
            ship.UpgradeHitpoints = upgrades[0];
            ship.UpgradeSpeed     = upgrades[1];
            if (i == 0)
            {
                ship.Bought = true;
                ship.Used   = true;
            }
            else
            {
                ship.Bought = false;
                ship.Used   = false;
            }
            Ships.Add(ship);
        }

        SelectedAmmo = new int[] { 0, 0 };

        PlayerItems = new List <Item>();
        Item item = GameData.ItemList[0].Clone();

        item.Equipped = true;
        PlayerItems.Add(item);
    }