public static ShipEntity loadShip(string uniqueId) { //GameObject.Find("GameLogic").GetComponent<GameEventHandler>().printThing(uniqueId); ShipEntity entity = stringtoShip( PlayerPrefs.GetString("TSSE[ShipEntity][" + uniqueId + "]")); entity.uniqueId = uniqueId; if (entity.shipType == ShipType.None) { return(entity); } entity.items = ItemDefinitions.stringToItems( PlayerPrefs.GetString("TSSEList[Item][" + entity.uniqueId + "]")); GameObject.Find("GameLogic").GetComponent <GameEventHandler>().printThing( ItemDefinitions.itemsToString(entity.items)); return(entity); }
void Start() { if (inventoryType == "Player") { currency = PlayerPrefs.GetInt("score"); } else { currency = PlayerPrefs.GetInt("score-" + inventoryType); } //PlayerPrefs.DeleteAll(); List <ItemAbstract> items = ItemDefinitions.stringToItems( ItemDefinitions.loadItems(uniqueId)); /* * if(inventoryType == "Merchant") * { * items = new List<ItemAbstract>(); * items.Add(new EngineItem(EngineItem.EngineType.Spinjet, 4)); * * items.Add(new WeaponItem(WeaponItem.WeaponType.CrownModAmmoCap, 4)); * items.Add(new WeaponItem(WeaponItem.WeaponType.CrownModRange, 4)); * items.Add(new WeaponItem(WeaponItem.WeaponType.FlameModRechargeRate, 4)); * items.Add(new WeaponItem(WeaponItem.WeaponType.MissileModAmmoCap, 4)); * items.Add(new WeaponItem(WeaponItem.WeaponType.MissileModAmmoCap, 5)); * } * else if(inventoryType == "Player") * { * items = new List<ItemAbstract>(); * items.Add(new WeaponItem(WeaponItem.WeaponType.CrownModAmmoCap, 1)); * items.Add(new WeaponItem(WeaponItem.WeaponType.CrownModAmmoCap, 2)); * items.Add(new WeaponItem(WeaponItem.WeaponType.CrownModAmmoCap, 4)); * items.Add(new WeaponItem(WeaponItem.WeaponType.CrownModRange, 2)); * items.Add(new WeaponItem(WeaponItem.WeaponType.CrownModRechargeRate, 3)); * items.Add(new WeaponItem(WeaponItem.WeaponType.FlameModAmmoCap, 2)); * items.Add(new WeaponItem(WeaponItem.WeaponType.FlameModAmmoCap, 2)); * items.Add(new WeaponItem(WeaponItem.WeaponType.FlameModRechargeRate, 3)); * items.Add(new WeaponItem(WeaponItem.WeaponType.FlameModRechargeRate, 1)); * } * /* * List<ItemAbstract> items = new List<ItemAbstract>(); * // hardcoding temporary item list * items.Add(new WeaponItem(WeaponItem.WeaponType.CrownModAmmoCap, 1)); * items.Add(new WeaponItem(WeaponItem.WeaponType.CrownModAmmoCap, 2)); * items.Add(new WeaponItem(WeaponItem.WeaponType.CrownModRange, 2)); * items.Add(new WeaponItem(WeaponItem.WeaponType.CrownModRechargeRate, 3)); * items.Add(new WeaponItem(WeaponItem.WeaponType.FlameModAmmoCap, 2)); * items.Add(new WeaponItem(WeaponItem.WeaponType.FlameModAmmoCap, 2)); * items.Add(new WeaponItem(WeaponItem.WeaponType.FlameModRechargeRate, 3)); * items.Add(new WeaponItem(WeaponItem.WeaponType.FlameModRechargeRate, 1)); */ clearInventory(); foreach (ItemAbstract item in items) { if (item.getType() != "Error") { print("adding " + item); //addItem(item); inventory[ItemDefinitions.itemToString(item)]++; if (item.getTier() > 3) { if (blueprintDisplay != null) { blueprintDisplay.GetComponent <ItemListHandler>(). addItem(item); } } } } saveInventory(); //ItemDefinitions.saveItems("Player", ItemDefinitions.itemsToString(items)); if (shipDisplay != null) { for (int i = 0; i < 6; i++) { string id = "PlayerShip" + i.ToString(); shipDisplay.GetComponent <ShipListHandler>().addShip(ShipDefinitions.loadShip(id)); } } reloadItems(); updateCurrency(); }
public void loadInventory() { clearInventory(); List <ItemAbstract> items = ItemDefinitions.stringToItems( ItemDefinitions.loadItems(uniqueId)); foreach (ItemAbstract item in items) { addItem(item); inventory[ItemDefinitions.itemToString(item)]++; } /* * string invSlotLabel = uniqueId + "InventorySlotLabel[Weapon]"; * for (int i = 0; i < WeaponItem.numWeaponTypes; i++) * { * string currLabel = invSlotLabel + i.ToString(); * numOfEachWeapItem[i] = 0; * if (UnityEngine.PlayerPrefs.HasKey(currLabel)) * { * numOfEachWeapItem[i] = UnityEngine.PlayerPrefs.GetInt(currLabel); * } * else * { * continue; * } * } * * for (int i = 0; i < WeaponItem.numWeaponTypes; i++) * { * for (int j = 0; j < numOfEachWeapItem[i]; j++) * { * print("adding weapon item: " + i + " and num = " + numOfEachWeapItem[i]); * inventoryDisplay.GetComponent<ItemListHandler>().addItem(ItemDefinitions.intToItem(i)); * } * } * * invSlotLabel = uniqueId + "InventorySlotLabel[Engine]"; * for (int i = 0; i < EngineItem.numEngineTypes; i++) * { * string currLabel = invSlotLabel + i.ToString(); * numOfEachEngItem[i] = 0; * if (UnityEngine.PlayerPrefs.HasKey(currLabel)) * { * numOfEachEngItem[i] = UnityEngine.PlayerPrefs.GetInt(currLabel); * } * else * { * continue; * } * } * * for (int i = 0; i < EngineItem.numEngineTypes; i++) * { * if (i == 0) * print("adding engine item: " + i + " and num = " + numOfEachEngItem[i]); * for (int j = 0; j < numOfEachEngItem[i]; j++) * { * inventoryDisplay.GetComponent<ItemListHandler>().addItem(ItemDefinitions.intToItem(i)); * } * } */ }