/// <summary> /// Crete an item based on the datas of a saved item. /// </summary> /// <param name="_data"></param> public Item FromSaveData(ItemCapacitySaveData _data) { Item_Skill instance; instance = Instantiate(this) as Item_Skill; instance.name = _data.name; instance.skillType = _data.skillType; instance.rarityIndex = _data.rarityIndex; instance.isSaved = _data.isSaved == 1; instance.isEquiped = _data.isEquiped == 1; instance.slotIndex = _data.slotIndex; instance.skill = Instantiate(rarities[_data.rarityIndex].skill) as Skills; instance.sellPrice = _data.sellPrice; instance.buyPrice = _data.buyPrice; return(instance); }
/// <summary> /// Copy the current item to a saveable item. /// </summary> /// <returns></returns> public ItemCapacitySaveData ToSaveData() { ItemCapacitySaveData data; data = new ItemCapacitySaveData(); data.name = name; data.skillType = skillType; data.rarityIndex = rarityIndex; data.itemType = (int)type; data.isSaved = isSaved ? 1 : 0; data.isEquiped = isEquiped ? 1 : 0; data.slotIndex = slotIndex; data.sellPrice = sellPrice; data.buyPrice = buyPrice; return(data); }
private Item LoadCapacityItem(ItemCapacitySaveData _data, ItemsDataBase _itemsDataBase) { Item skillItem = null; switch (_data.skillType) { case Item_Skill.SkillType.Fury: skillItem = _itemsDataBase.fury.FromSaveData(_data); break; case Item_Skill.SkillType.Shield: skillItem = _itemsDataBase.shield.FromSaveData(_data); break; case Item_Skill.SkillType.SonicBoom: skillItem = _itemsDataBase.sonicBoom.FromSaveData(_data); break; default: break; } return(skillItem); }