private void Update() { if (Input.GetKeyDown(KeyCode.P)) { itemSaveManager.LoadInventory(playerInventory); } if (Input.GetKeyDown(KeyCode.O)) { itemSaveManager.SaveInventory(playerInventory, playerInventory.Money); } if (inventoryPanel.transform.localScale == new Vector3(0, 0, 0) || equipmentPanel.transform.localScale == new Vector3(0, 0, 0)) { itemSaveManager.SaveInventory(playerInventory, playerInventory.Money); } }
private void OnDestroy() { if (itemSaveManager != null) { itemSaveManager.SaveEquipment(this); itemSaveManager.SaveInventory(this); } }
private void OnDestroy() { itemSaveManager.SaveEquipment(equipmentPanel); itemSaveManager.SaveInventory(inventory); }
/// <summary> /// Saves Inventory state before exiting. /// </summary> private void OnDestroy() { itemSaveManager.SaveInventory(this); itemSaveManager.SaveEquipments(this); }
public void interactFunction(GameObject player) { switch (interactItem) { case 1: // Mage tower Debug.Log("Mage Tower"); player.transform.position = spawnLocation.transform.position; break; case 2: // Blacksmith Debug.Log("Blacksmith"); player.transform.position = spawnLocation.transform.position; break; case 3: // Armorsmith Debug.Log("Armorsmith"); player.transform.position = spawnLocation.transform.position; break; case 4: // Network UI Debug.Log("NetworkUI"); networkUI.SetActive(true); playerBoi = PhotonNetwork.LocalPlayer.TagObject as GameObject; //playerBoi.transform.GetChild(0).gameObject.SetActive(false); playerBoi.GetComponent <pauseHierarchyScript>().pauseThings(true); playerBoi.GetComponent <pauseHierarchyScript>().blockMainMenu = true; //Cursor.lockState = CursorLockMode.None; break; case 5: //weapon grab //Add feedback for when the item is purchased //make it so you can only use this once. rn you can spam this Debug.Log("Weapon Grab"); //pauseMenu = GameObject.FindGameObjectWithTag("PauseMenu"); // //give the weapon to the player // weaponShowing.parent = playerBoi.transform.GetChild(2); // //reposition it // weaponShowing.position = playerBoi.transform.GetChild(2).position; // weaponShowing.rotation = playerBoi.transform.GetChild(2).rotation; //only continue if you have the money for it /* //remove money from account * Debug.Log("Current Money: "+ pauseMenu.GetComponent<PauseMenuController>().Money); * Debug.Log("Current Cost: "+ weaponShowing.gameObject.GetComponent<WeaponStats>().item_value); * int tempCurrent = pauseMenu.GetComponent<PauseMenuController>().Money; * int tempCost = weaponShowing.gameObject.GetComponent<WeaponStats>().item_value; * pauseMenu.GetComponent<PauseMenuController>().Money = tempCurrent - tempCost; * Debug.Log("Money After Purchase: "+ pauseMenu.GetComponent<PauseMenuController>().Money); */ //Debug.Log("Current Money: " + inventory.Money); //Debug.Log("Current Cost: " + weaponShowing.gameObject.GetComponent<WeaponStats>().item_value); int tempCurrent = inventory.Money; int tempCost = weaponShowing.gameObject.GetComponent <WeaponStats>().item_value; if (tempCost > tempCurrent) { Debug.Log("You don't have enough Essence to buy this item."); return; } else { inventory.Money = tempCurrent - tempCost; Debug.Log("Money After Purchase: " + inventory.Money); } if (weapon = weaponShowingItemSlot.item as EquipmentItem) { (weaponShowingItemSlot.item as EquipmentItem).itemData.attack = weaponShowing.gameObject.GetComponent <WeaponStats>().attack; (weaponShowingItemSlot.item as EquipmentItem).itemData.attack_speed = weaponShowing.gameObject.GetComponent <WeaponStats>().attack_speed; (weaponShowingItemSlot.item as EquipmentItem).itemData.crit_chance = weaponShowing.gameObject.GetComponent <WeaponStats>().crit_chance; (weaponShowingItemSlot.item as EquipmentItem).itemData.bleed_chance = weaponShowing.gameObject.GetComponent <WeaponStats>().bleed_chance; (weaponShowingItemSlot.item as EquipmentItem).itemData.range = weaponShowing.gameObject.GetComponent <WeaponStats>().range; (weaponShowingItemSlot.item as EquipmentItem).itemData.item_type = weaponShowing.gameObject.GetComponent <WeaponStats>().item_type; (weaponShowingItemSlot.item as EquipmentItem).itemData.item_value = weaponShowing.gameObject.GetComponent <WeaponStats>().item_value; inventory.ItemContainer.AddItem(weaponShowingItemSlot); itemSaveManager.SaveInventory(inventory, inventory.Money); } //remove it from the pedestal //this can be better in the future Destroy(gameObject); break; case 6: //Corrupted Essence //pauseMenu.GetComponent<InventoryController>().MainHandWeapon = presetLoot; //pauseMenu.GetComponent<InventoryController>().Save(); player.transform.Find("playerModelUnity/body").gameObject.GetComponent <Renderer>().material.color = Color.red; player.GetComponent <Health>().maxHp *= 2; player.GetComponent <Health>().health = player.GetComponent <Health>().maxHp; player.GetComponent <Health>().physicalDefense += 10; player.GetComponent <Health>().magicDefense += 10; player.GetComponent <PlayerMovementController>().moveSpeed *= 2; Destroy(this.presetLoot); transform.gameObject.SetActive(false); break; default: //default Debug.Log("Default interact message."); break; } }