public void SaveGameButton() { SaveLoadModule.SaveGame(GameManager.SAVESLOT); GameManager.EXPLORE.CloseOverlays(); }
public void InitializeGame() { SELECTED_CHARACTER = -1; DEBUGSTUFF(); //INSTANTIATE INVENTORY for (int _i = 0; _i < GameManager.PARTYSIZE; _i++) { if (GameManager.PARTY.PC[_i].eq_Head != null) { Object.Instantiate(GameManager.PARTY.PC[_i].eq_Head); } if (GameManager.PARTY.PC[_i].eq_Neck != null) { Object.Instantiate(GameManager.PARTY.PC[_i].eq_Neck); } if (GameManager.PARTY.PC[_i].eq_LeftFinger != null) { Object.Instantiate(GameManager.PARTY.PC[_i].eq_LeftFinger); } if (GameManager.PARTY.PC[_i].eq_RightFinger != null) { Object.Instantiate(GameManager.PARTY.PC[_i].eq_RightFinger); } if (GameManager.PARTY.PC[_i].eq_LeftHand != null) { Object.Instantiate(GameManager.PARTY.PC[_i].eq_LeftHand); } if (GameManager.PARTY.PC[_i].eq_RightHand != null) { Object.Instantiate(GameManager.PARTY.PC[_i].eq_RightHand); } if (GameManager.PARTY.PC[_i].eq_Torso != null) { Object.Instantiate(GameManager.PARTY.PC[_i].eq_Torso); } if (GameManager.PARTY.PC[_i].eq_Legs != null) { Object.Instantiate(GameManager.PARTY.PC[_i].eq_Legs); } if (GameManager.PARTY.PC[_i].eq_Feet != null) { Object.Instantiate(GameManager.PARTY.PC[_i].eq_Feet); } } //MORE DEBUG PARTY.PC[0].eq_RightHand = Instantiate(ref_item); PARTY.PC[1].eq_RightHand = Instantiate(ref_item); PARTY.PC[1].eq_RightHand.itm_ID = true; for (int _i = 0; _i < PARTY.bagInventory.Length; _i++) { if (PARTY.bagInventory[_i] != null) { PARTY.bagInventory[_i] = Instantiate(PARTY.bagInventory[_i]); } } //TO DO: Chests and Floor Loot //Initial save. this should only run if there is no save for the game already if (!SaveLoadModule.DoesSaveExist(SAVESLOT)) { //SET party to full health and mana PARTY.PC[0].pc_HP = PARTY.PC[0].pc_Max_HP; PARTY.PC[0].pc_MP = PARTY.PC[0].pc_Max_MP; PARTY.PC[0].pc_XP = 0; PARTY.PC[1].pc_HP = PARTY.PC[1].pc_Max_HP; PARTY.PC[1].pc_MP = PARTY.PC[1].pc_Max_MP; PARTY.PC[1].pc_XP = 0; PARTY.PC[2].pc_HP = PARTY.PC[2].pc_Max_HP; PARTY.PC[2].pc_MP = PARTY.PC[2].pc_Max_MP; PARTY.PC[2].pc_XP = 0; PARTY.PC[3].pc_HP = PARTY.PC[3].pc_Max_HP; PARTY.PC[3].pc_MP = PARTY.PC[3].pc_Max_MP; PARTY.PC[3].pc_XP = 0; //Set party wealth to 1,000 PARTY.wealth = 1000; //Spin up blank savegame SaveLoadModule.NewSaveGame(SAVESLOT); } else //otherwise, load the save game { SaveLoadModule.LoadGame(SAVESLOT); StartCoroutine(_LoadSceneThenLoadGame(UnityEngine.SceneManagement.SceneManager.GetActiveScene().buildIndex)); } BuildMiniMapMaster(); EXPLORE.UpdateUI(); }
public void LoadGameButton() { SaveLoadModule.LoadGame(GameManager.SAVESLOT); GameManager.GAME.LoadSceneThenLoadGame(SaveLoadModule.save_slot[GameManager.SAVESLOT].currentDungeonLevel); GameManager.EXPLORE.CloseOverlays(); }