public object Clone()
    {
        EquipmentSaveData ret = new EquipmentSaveData ();

        ret.icon = icon;
        ret.name = name;
        ret.acceleration = acceleration;
        ret.ammo = new List<string> (ammo);
        ret.cooldown = cooldown;
        ret.damageBonus = damageBonus;
        ret.damageMultiplier = damageMultiplier;
        ret.energyCost = energyCost;
        ret.ep = ep;
        ret.epRegen = epRegen;
        ret.hp = hp;
        ret.hpRegen = hpRegen;
        ret.maxSpeed = maxSpeed;
        ret.minSpeed = minSpeed;
        ret.sp = sp;
        ret.spRegen = spRegen;
        ret.spRegenDelay = spRegenDelay;
        ret.strafe = strafe;
        ret.type = type;
        ret.weight = weight;

        return ret;
    }
    public void SaveItem(EquipmentType slot)
    {
        Debug.Log("Save item!");
        EquipmentSaveData itemDatafile = ScriptableObject.CreateInstance <EquipmentSaveData>();

        itemDatafile.item1 = equipmentDict[slot];


        EquipmentSaveData itemdata = (EquipmentSaveData)Resources.Load("Itemdata.asset");

        itemdata = itemDatafile;
    }
    public static void LoadEquipment(EquipmentUI _equipment, ItemsDataBase _itemsDataBase)
    {
        if (File.Exists(SAVE_PATH + EQUIPMENT_FILE))
        {
            BinaryFormatter bf   = new BinaryFormatter();
            FileStream      file = new FileStream(SAVE_PATH + EQUIPMENT_FILE, FileMode.Open);

            EquipmentSaveData equipData = bf.Deserialize(file) as EquipmentSaveData;

            equipData.LoadToEquipment(_equipment, _itemsDataBase);

            file.Close();
        }
    }
    public static void SaveEquipement(EquipmentUI _equipment)
    {
        if (!Directory.Exists(SAVE_PATH))
        {
            Directory.CreateDirectory(SAVE_PATH);
        }
        BinaryFormatter bf   = new BinaryFormatter();
        FileStream      file = new FileStream(SAVE_PATH + EQUIPMENT_FILE, FileMode.Create);

        EquipmentSaveData equipData = new EquipmentSaveData(_equipment);

        bf.Serialize(file, equipData);
        file.Close();
    }
Example #5
0
    public void Interact(GameObject interacter)
    {
        CharacterInventory inventory = interacter.GetComponent <CharacterInventory>();

        Debug.Log("Interacted with!");

        if (inventory.CheckEmptySlot(EquipmentType.Helm))
        {
            Debug.Log("Loading Item!");
            EquipmentSaveData itemdata = (EquipmentSaveData)Resources.Load("Itemdata");


            inventory.EquipItem(itemdata.item1);
        }
    }
Example #6
0
    public void Load(EquipmentSaveData equipmentElement)
    {
        currentEquipmentElement = equipmentElement;
        inpt_acceleration.text = currentEquipmentElement.acceleration.ToString ();
        inpt_ep.text = currentEquipmentElement.ep.ToString ();
        inpt_epRegen.text = currentEquipmentElement.epRegen.ToString ();
        inpt_hp.text = currentEquipmentElement.hp.ToString ();
        inpt_hpRegen.text = currentEquipmentElement.hpRegen.ToString ();
        sprite_icon.spriteName = currentEquipmentElement.icon;
        inpt_maxSpeed.text = currentEquipmentElement.maxSpeed.ToString ();
        inpt_minSpeed.text = currentEquipmentElement.minSpeed.ToString ();
        inpt_name.text = currentEquipmentElement.name;
        inpt_sp.text = currentEquipmentElement.sp.ToString ();
        inpt_spRegen.text = currentEquipmentElement.spRegen.ToString ();
        inpt_spRegenDelay.text = currentEquipmentElement.spRegenDelay.ToString ();
        inpt_strafe.text = currentEquipmentElement.strafe.ToString ();
        inpt_weight.text = currentEquipmentElement.weight.ToString ();
        inpt_cooldown.text = currentEquipmentElement.cooldown.ToString ();
        inpt_damageBonus.text = currentEquipmentElement.damageBonus.ToString ();
        inpt_damageMultiplier.text = currentEquipmentElement.damageMultiplier.ToString ();
        inpt_energyCost.text = currentEquipmentElement.energyCost.ToString ();

        switch (currentEquipmentElement.type) {
        case EquipmentType.Engine:
            poplst_type.selection = "Engine";
            break;
        case EquipmentType.Hull:
            poplst_type.selection = "Hull";
            break;
        case EquipmentType.Weapon:
            poplst_type.selection = "Weapon";
            break;
        case EquipmentType.Misc:
            poplst_type.selection = "Misc";
            break;
        }

        RefreshAmmoList ();
        poplst_ammo.selection = "-";
        poplst_ammo.selection = poplst_ammo.items [0];
    }
Example #7
0
 void Awake()
 {
     int r = Random.Range (1000, 9999);
     currentEquipmentElement = new EquipmentSaveData ("Equipment" + r);
 }