Example #1
0
    /// <summary> Removes the proper toggle based on type of togger and name </summary>
    /// <param name="type"> Type of power were removing a toggle for </param>
    /// <param name="name"> Name of the power were removing the toggle for </param>
    private void RemoveToggle(ShopItem.PowerType type, string name)
    {
        int i = 0;

        switch (type)
        {
        case ShopItem.PowerType.Perma:
            foreach (string item in PermPowerUps)
            {
                if (name == item)
                {
                    PermPowerSettings.RemoveAt(i);
                    break;
                }
                i++;
            }
            break;

        case ShopItem.PowerType.Vanity:
            foreach (string item in VanityItems)
            {
                if (name == item)
                {
                    VanitySettings.RemoveAt(i);
                    break;
                }
                i++;
            }
            break;
        }
    }
Example #2
0
    /// <summary> Adds a new toggle to a list of toggles of choice </summary>
    /// <param name="type"> Type of power were adding a toggle for </param>
    private void AddToggle(ShopItem.PowerType type)
    {
        switch (type)
        {
        case ShopItem.PowerType.Perma:
            PermPowerSettings.Add(true);
            break;

        case ShopItem.PowerType.Vanity:
            VanitySettings.Add(true);
            break;
        }
    }
Example #3
0
    /// <summary> Saves just the arrays for powerup manader </summary>
    /// <param name="type"> Type of arrays were saving </param>
    private void SaveArray(ShopItem.PowerType type)
    {
        switch (type)
        {
        case ShopItem.PowerType.Perma:
            GameManager.saveData.Perma        = new string[PermPowerUps.Count];
            GameManager.saveData.PermaToggles = new bool[PermPowerUps.Count];
            for (int i = 0; i < GameManager.saveData.Perma.Length; ++i)
            {
                GameManager.saveData.Perma[i]        = PermPowerUps[i];
                GameManager.saveData.PermaToggles[i] = PermPowerSettings[i];
            }
            break;

        case ShopItem.PowerType.Temp:
            GameManager.saveData.Temp = new string[TempPowerUps.Count];
            for (int i = 0; i < GameManager.saveData.Temp.Length; ++i)
            {
                GameManager.saveData.Temp[i] = TempPowerUps[i];
            }

            GameManager.saveData.TempCount = new int[TempPowerCounts.Count];
            for (int i = 0; i < GameManager.saveData.TempCount.Length; ++i)
            {
                GameManager.saveData.TempCount[i] = TempPowerCounts[i];
            }
            break;

        case ShopItem.PowerType.Vanity:
            GameManager.saveData.Vanity        = new string[VanityItems.Count];
            GameManager.saveData.VanityToggles = new bool[VanityItems.Count];
            for (int i = 0; i < GameManager.saveData.Vanity.Length; ++i)
            {
                GameManager.saveData.Vanity[i]        = VanityItems[i];
                GameManager.saveData.VanityToggles[i] = VanitySettings[i];
            }
            break;
        }
        GameManager.saveData.PowersOn = CurrentUsedPowers;
        GameSaveSystem.Instance.SaveGame();
    }