private void CreateItem(Vector2 position) { //if (!mapLayoutDictionary.ContainsKey(position.ToString())) bool cursorPlaceable = cursor.GetComponent <CursorCollisionCheck>().Placeable; if (cursorPlaceable) { // Instantiate gameobject Vector3 positionVector3 = new Vector3(); positionVector3.x = position.x; positionVector3.y = 0f; positionVector3.z = position.y; GameObject item = Instantiate(Resources.Load(editorPrefabString), cursor.transform.position, cursor.transform.rotation) as GameObject; // Create maplayoutelement MapLayoutElement newElement = new MapLayoutElement(); newElement.prefabPath = itemPrefabString; newElement.prefabPathEditor = editorPrefabString; newElement.position.x = (int)position.x; newElement.position.y = (int)position.y; // Create gridspace list for new maplayoutelement SerializableVector2Int gridSpace = new SerializableVector2Int(); gridSpace.x = (int)position.x; gridSpace.y = (int)position.y; newElement.gridSpaces.Add(gridSpace); // Add the new element to the current save & maplayoutdictionary currentSave.mapLayout.Add(position.ToString(), newElement); mapLayoutDictionary.Add(position.ToString(), item); } }
/// <summary> /// Save block data /// </summary> private void SaveDataInWorldDictionary() { return; if (isTerrainModified && blocks.IsCreated) { // TODO: save parameters //NativeArray<BlockParameter> blockParameterKeys = blockParameters.GetKeyArray(Allocator.Temp); //NativeArray<short> blockParameterValues = blockParameters.GetValueArray(Allocator.Temp); ChunkSaveData data = new ChunkSaveData(blocks.ToArray()); SerializableVector2Int serializableChunkPos = SerializableVector2Int.FromVector2Int(ChunkPosition); // add new key or update existing data if (World.WorldSave.savedChunks.ContainsKey(serializableChunkPos)) { World.WorldSave.savedChunks[serializableChunkPos] = data; } else { World.WorldSave.savedChunks.Add(serializableChunkPos, data); } //blockParameterKeys.Dispose(); //blockParameterValues.Dispose(); } }
public Player(string name, Item[] inventory, SerializableVector2Int location) { this.name = name; this.inventory = inventory; this.location = location; }