public void LoadCharacter(SaveCharacterClass _scc) { this.pc_Name = _scc.pc_Name; this.pc_Class = _scc.pc_Class; this.pc_PortraintIndex = _scc.pc_PortraintIndex; this.pc_HP = _scc.pc_HP; this.pc_Max_HP = _scc.pc_Max_HP; this.pc_MP = _scc.pc_MP; this.pc_Max_MP = _scc.pc_Max_MP; this.pc_XP_Level = _scc.pc_XP_Level; this.pc_XP = _scc.pc_XP; this.pc_XP_NNL = _scc.pc_XP_NNL; this.pc_Base_Str = _scc.pc_Base_Str; this.pc_Base_Dex = _scc.pc_Base_Dex; this.pc_Base_IQ = _scc.pc_Base_IQ; this.pc_Base_Wis = _scc.pc_Base_Wis; this.pc_Base_Charm = _scc.pc_Base_Charm; this.pc_Base_Health = _scc.pc_Base_Health; this.pc_Str_Mod = _scc.pc_Str_Mod; this.pc_Dex_Mod = _scc.pc_Dex_Mod; this.pc_IQ_Mod = _scc.pc_IQ_Mod; this.pc_Wis_Mod = _scc.pc_Wis_Mod; this.pc_Charm_Mod = _scc.pc_Charm_Mod; this.pc_Health_Mod = _scc.pc_Health_Mod; this.skills = _scc.skills; //this.eq_Head = _scc.eq_Head; eq_Neck, eq_LeftFinger, eq_RightFinger, eq_LeftHand, eq_RightHand, eq_Torso, eq_Legs, eq_Feet; //Equipment slots if (_scc.eq_Head != null) { this.eq_Head.LoadItem(_scc.eq_Head); } if (_scc.eq_Head == null) { this.eq_Head = null; } if (_scc.eq_Neck != null) { this.eq_Neck.LoadItem(_scc.eq_Neck); } if (_scc.eq_Neck == null) { this.eq_Neck = null; } if (_scc.eq_LeftFinger != null) { this.eq_LeftFinger.LoadItem(_scc.eq_LeftFinger); } if (_scc.eq_LeftFinger == null) { this.eq_LeftFinger = null; } if (_scc.eq_RightFinger != null) { this.eq_RightFinger.LoadItem(_scc.eq_RightFinger); } if (_scc.eq_RightFinger == null) { this.eq_RightFinger = null; } if (_scc.eq_LeftHand != null) { this.eq_LeftHand.LoadItem(_scc.eq_LeftHand); } if (_scc.eq_LeftHand == null) { this.eq_LeftHand = null; } if (_scc.eq_RightHand != null) { this.eq_RightHand.LoadItem(_scc.eq_RightHand); } if (_scc.eq_RightHand == null) { this.eq_RightHand = null; } if (_scc.eq_Torso != null) { this.eq_Torso.LoadItem(_scc.eq_Torso); } if (_scc.eq_Torso == null) { this.eq_Torso = null; } if (_scc.eq_Legs != null) { this.eq_Legs.LoadItem(_scc.eq_Legs); } if (_scc.eq_Legs == null) { this.eq_Legs = null; } if (_scc.eq_Feet != null) { this.eq_Feet.LoadItem(_scc.eq_Feet); } if (_scc.eq_Feet == null) { this.eq_Feet = null; } this.pc_Defense = _scc.pc_Defense; this.pc_Attack = _scc.pc_Attack; this.isDead = _scc.isDead; //oof! this.con_Bless = _scc.con_Bless; this.tmr_Bless = _scc.tmr_Bless; this.con_Curse = _scc.con_Curse; this.tmr_Curse = _scc.tmr_Curse; this.con_Regen = _scc.con_Regen; this.tmr_Regen = _scc.tmr_Regen; this.val_Regen = _scc.val_Regen; this.con_Poison = _scc.con_Poison; this.tmr_Poison = _scc.tmr_Poison; this.val_Poison = _scc.val_Poison; this.con_Haste = _scc.con_Haste; this.tmr_Haste = _scc.tmr_Haste; this.val_Haste = _scc.val_Haste; this.con_Slow = _scc.con_Slow; this.tmr_Slow = _scc.tmr_Slow; this.val_Slow = _scc.val_Slow; this.con_Sevrd = _scc.con_Sevrd; this.tmr_Sevrd = _scc.tmr_Sevrd; this.con_Paralyzed = _scc.con_Paralyzed; this.tmr_Paralyzed = _scc.tmr_Paralyzed; this.con_Stone = _scc.con_Stone; this.tmr_Stone = _scc.tmr_Stone; this.con_Frog = _scc.con_Frog; this.tmr_Frog = _scc.tmr_Frog; this.con_Shield = _scc.con_Shield; this.tmr_Shield = _scc.tmr_Shield; this.val_Shield = _scc.val_Shield; this.con_Weak = _scc.con_Weak; this.tmr_Weak = _scc.tmr_Weak; this.val_Weak = _scc.val_Weak; this.con_StrDisease = _scc.con_StrDisease; this.tmr_StrDisease = _scc.tmr_StrDisease; this.val_StrDisease = _scc.val_StrDisease; this.con_DexDisease = _scc.con_DexDisease; this.tmr_DexDisease = _scc.tmr_DexDisease; this.val_DexDisease = _scc.val_DexDisease; this.con_IQDisease = _scc.con_IQDisease; this.tmr_IQDisease = _scc.tmr_IQDisease; this.val_IQDisease = _scc.val_IQDisease; this.con_WisDisease = _scc.con_WisDisease; this.tmr_WisDisease = _scc.tmr_WisDisease; this.val_WisDisease = _scc.val_WisDisease; this.con_CharmDisease = _scc.con_CharmDisease; this.tmr_CharmDisease = _scc.tmr_CharmDisease; this.val_CharmDisease = _scc.val_CharmDisease; this.con_HealthDisease = _scc.con_HealthDisease; this.tmr_HealthDisease = _scc.tmr_HealthDisease; this.val_HealthDisease = _scc.val_HealthDisease; }
public Character LoadCharacter(SaveCharacterClass toon) { Character _result = ScriptableObject.CreateInstance <Character>(); _result.name = toon.pc_Name + "_charcter"; _result.pc_Name = toon.pc_Name; _result.pc_Class = toon.pc_Class; _result.pc_PortraintIndex = toon.pc_PortraintIndex; _result.pc_HP = toon.pc_HP; _result.pc_Max_HP = toon.pc_Max_HP; _result.pc_MP = toon.pc_MP; _result.pc_Max_MP = toon.pc_Max_MP; _result.pc_XP_Level = toon.pc_XP_Level; _result.pc_XP = toon.pc_XP; _result.pc_XP_NNL = toon.pc_XP_NNL; _result.pc_Base_Str = toon.pc_Base_Str; _result.pc_Str_Mod = toon.pc_Str_Mod; _result.pc_Base_Dex = toon.pc_Base_Dex; _result.pc_Dex_Mod = toon.pc_Dex_Mod; _result.pc_Base_IQ = toon.pc_Base_IQ; _result.pc_IQ_Mod = toon.pc_IQ_Mod; _result.pc_Base_Wis = toon.pc_Base_Wis; _result.pc_Wis_Mod = toon.pc_Wis_Mod; _result.pc_Base_Charm = toon.pc_Base_Charm; _result.pc_Charm_Mod = toon.pc_Charm_Mod; _result.pc_Base_Health = toon.pc_Base_Health; _result.pc_Health_Mod = toon.pc_Health_Mod; _result.skills = toon.skills; _result.pc_Defense = toon.pc_Defense; _result.pc_Attack = toon.pc_Attack; _result.isDead = toon.isDead; _result.con_Bless = toon.con_Bless; _result.tmr_Bless = toon.tmr_Bless; _result.con_Curse = toon.con_Curse; _result.tmr_Curse = toon.tmr_Curse; _result.con_Regen = toon.con_Regen; _result.tmr_Regen = toon.tmr_Regen; _result.val_Regen = toon.val_Regen; _result.con_Poison = toon.con_Poison; _result.tmr_Poison = toon.tmr_Poison; _result.val_Poison = toon.val_Poison; _result.con_Haste = toon.con_Haste; _result.tmr_Haste = toon.val_Haste; _result.con_Slow = toon.con_Slow; _result.tmr_Slow = toon.tmr_Slow; _result.val_Slow = toon.val_Slow; _result.con_Sevrd = toon.con_Sevrd; _result.tmr_Sevrd = toon.tmr_Sevrd; _result.con_Paralyzed = toon.con_Paralyzed; _result.tmr_Paralyzed = toon.tmr_Paralyzed; _result.con_Stone = toon.con_Stone; _result.tmr_Stone = toon.tmr_Stone; _result.con_Frog = toon.con_Frog; _result.tmr_Frog = toon.tmr_Frog; _result.con_Shield = toon.con_Shield; _result.tmr_Shield = toon.tmr_Shield; _result.val_Shield = toon.val_Shield; _result.con_Weak = toon.con_Weak; _result.tmr_Weak = toon.tmr_Weak; _result.val_Weak = toon.val_Weak; _result.con_StrDisease = toon.con_StrDisease; _result.tmr_StrDisease = toon.tmr_StrDisease; _result.val_StrDisease = toon.val_StrDisease; _result.con_DexDisease = toon.con_DexDisease; _result.tmr_DexDisease = toon.tmr_DexDisease; _result.val_DexDisease = toon.val_DexDisease; _result.con_IQDisease = toon.con_IQDisease; _result.tmr_IQDisease = toon.tmr_IQDisease; _result.val_IQDisease = toon.val_IQDisease; _result.con_WisDisease = toon.con_WisDisease; _result.tmr_WisDisease = toon.tmr_WisDisease; _result.val_WisDisease = toon.val_WisDisease; _result.con_CharmDisease = toon.con_CharmDisease; _result.tmr_CharmDisease = toon.tmr_CharmDisease; _result.val_CharmDisease = toon.val_CharmDisease; _result.con_HealthDisease = toon.con_HealthDisease; _result.tmr_HealthDisease = toon.tmr_HealthDisease; _result.val_HealthDisease = toon.val_HealthDisease; if (toon.eq_Head != null) { _result.eq_Head = ScriptableObject.CreateInstance <Item>().LoadItem(toon.eq_Head); } if (toon.eq_Head == null) { _result.eq_Head = null; } if (toon.eq_Neck != null) { _result.eq_Neck = ScriptableObject.CreateInstance <Item>().LoadItem(toon.eq_Neck); } if (toon.eq_Neck == null) { _result.eq_Neck = null; } if (toon.eq_LeftFinger != null) { _result.eq_LeftFinger = ScriptableObject.CreateInstance <Item>().LoadItem(toon.eq_LeftFinger); } if (toon.eq_LeftFinger == null) { _result.eq_LeftFinger = null; } if (toon.eq_RightFinger != null) { _result.eq_RightFinger = ScriptableObject.CreateInstance <Item>().LoadItem(toon.eq_RightFinger); } if (toon.eq_RightFinger == null) { _result.eq_RightFinger = null; } if (toon.eq_LeftHand != null) { _result.eq_LeftHand = ScriptableObject.CreateInstance <Item>().LoadItem(toon.eq_LeftHand); } if (toon.eq_LeftHand == null) { _result.eq_LeftHand = null; } if (toon.eq_RightHand != null) { _result.eq_RightHand = ScriptableObject.CreateInstance <Item>().LoadItem(toon.eq_RightHand); } if (toon.eq_RightHand == null) { _result.eq_RightHand = null; } if (toon.eq_Torso != null) { _result.eq_Torso = ScriptableObject.CreateInstance <Item>().LoadItem(toon.eq_Torso); } if (toon.eq_Torso == null) { _result.eq_Torso = null; } if (toon.eq_Legs != null) { _result.eq_Legs = ScriptableObject.CreateInstance <Item>().LoadItem(toon.eq_Legs); } if (toon.eq_Legs == null) { _result.eq_Legs = null; } if (toon.eq_Feet != null) { _result.eq_Feet = ScriptableObject.CreateInstance <Item>().LoadItem(toon.eq_Feet); } if (toon.eq_Feet == null) { _result.eq_Feet = null; } return(_result); }