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; }
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); }