void Awake()
 {
     instance = this;
 }
Exemple #2
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        public static void SaveWorld(int seed, MapGeneration map, FactionHandler factions, SpellGeneration spells, LoreHandler lore)
        {
            BinaryFormatter formatter = new BinaryFormatter();
            string          path      = Application.persistentDataPath + "/" + seed.ToString() + "world.data";
            FileStream      stream    = new FileStream(path, FileMode.Create);

            WorldData worldData = new WorldData(factions, map, spells, lore);

            formatter.Serialize(stream, worldData);
            stream.Close();
        }
        public WorldData(FactionHandler factionHandler, MapGeneration mapGeneration, SpellGeneration spellGeneration, LoreHandler loreHandler)
        {
            factions = new List <DummyFaction>();

            foreach (FactionHandler.FactionArray f in factionHandler.factionArray)
            {
                DummyFaction d = new DummyFaction();
                d.factionName                 = f.factionName;
                d.factionID                   = f.factionID;
                d.factionType                 = f.factionType;
                d.schoolType                  = f.schoolType;
                d.baseStrength                = f.baseStrength;
                d.overallStrength             = f.overallStrength;
                d.genHostility                = f.genHostility;
                d.startTileX                  = f.startTileX;
                d.startTileY                  = f.startTileY;
                d.subservient                 = f.subservient;
                d.spellSystemEffect           = (int)f.spellSystemEffect;
                d.primaryElementAssociation   = (int)f.primaryElementAssociation;
                d.secondaryElementAssociation = (int)f.secondaryElementAssociation;
                d.knownSpells                 = f.knownSpells;
                d.willAct             = f.willAct;
                d.recentlyRessurected = f.recentlyRessurected;
                d.resurgenceCounter   = f.resurgenceCounter;
                d.relationships       = f.relationships;
                foreach (GameObject g in f.domain)
                {
                    d.domain[Mathf.RoundToInt(g.GetComponent <ChunkData>().corX), Mathf.RoundToInt(g.GetComponent <ChunkData>().corX)] = (int)g.GetComponent <ChunkData>().magicResource;
                }

                factions.Add(d);
            }

            remainingFactions = new List <DummyFaction>();
            foreach (FactionHandler.FactionArray f in mapGeneration.remainingFactions)
            {
                DummyFaction d = new DummyFaction();
                d.factionName                 = f.factionName;
                d.factionID                   = f.factionID;
                d.factionType                 = f.factionType;
                d.schoolType                  = f.schoolType;
                d.baseStrength                = f.baseStrength;
                d.overallStrength             = f.overallStrength;
                d.genHostility                = f.genHostility;
                d.startTileX                  = f.startTileX;
                d.startTileY                  = f.startTileY;
                d.subservient                 = f.subservient;
                d.spellSystemEffect           = (int)f.spellSystemEffect;
                d.primaryElementAssociation   = (int)f.primaryElementAssociation;
                d.secondaryElementAssociation = (int)f.secondaryElementAssociation;
                d.knownSpells                 = f.knownSpells;
                d.willAct             = f.willAct;
                d.recentlyRessurected = f.recentlyRessurected;
                d.resurgenceCounter   = f.resurgenceCounter;
                d.relationships       = f.relationships;
                foreach (GameObject g in f.domain)
                {
                    d.domain[Mathf.RoundToInt(g.GetComponent <ChunkData>().corX), Mathf.RoundToInt(g.GetComponent <ChunkData>().corX)] = (int)g.GetComponent <ChunkData>().magicResource;
                }

                remainingFactions.Add(d);
            }

            livingSchools = new List <DummyFaction>();
            foreach (FactionHandler.FactionArray f in spellGeneration.livingSchools)
            {
                DummyFaction d = new DummyFaction();
                d.factionName                 = f.factionName;
                d.factionID                   = f.factionID;
                d.factionType                 = f.factionType;
                d.schoolType                  = f.schoolType;
                d.baseStrength                = f.baseStrength;
                d.overallStrength             = f.overallStrength;
                d.genHostility                = f.genHostility;
                d.startTileX                  = f.startTileX;
                d.startTileY                  = f.startTileY;
                d.subservient                 = f.subservient;
                d.spellSystemEffect           = (int)f.spellSystemEffect;
                d.primaryElementAssociation   = (int)f.primaryElementAssociation;
                d.secondaryElementAssociation = (int)f.secondaryElementAssociation;
                d.knownSpells                 = f.knownSpells;
                d.willAct             = f.willAct;
                d.recentlyRessurected = f.recentlyRessurected;
                d.resurgenceCounter   = f.resurgenceCounter;
                d.relationships       = f.relationships;
                foreach (GameObject g in f.domain)
                {
                    d.domain[Mathf.RoundToInt(g.GetComponent <ChunkData>().corX), Mathf.RoundToInt(g.GetComponent <ChunkData>().corX)] = (int)g.GetComponent <ChunkData>().magicResource;
                }

                livingSchools.Add(d);
            }

            deadSchools = new List <DummyFaction>();
            foreach (FactionHandler.FactionArray f in spellGeneration.deadSchools)
            {
                DummyFaction d = new DummyFaction();
                d.factionName                 = f.factionName;
                d.factionID                   = f.factionID;
                d.factionType                 = f.factionType;
                d.schoolType                  = f.schoolType;
                d.baseStrength                = f.baseStrength;
                d.overallStrength             = f.overallStrength;
                d.genHostility                = f.genHostility;
                d.startTileX                  = f.startTileX;
                d.startTileY                  = f.startTileY;
                d.subservient                 = f.subservient;
                d.spellSystemEffect           = (int)f.spellSystemEffect;
                d.primaryElementAssociation   = (int)f.primaryElementAssociation;
                d.secondaryElementAssociation = (int)f.secondaryElementAssociation;
                d.knownSpells                 = f.knownSpells;
                d.willAct             = f.willAct;
                d.recentlyRessurected = f.recentlyRessurected;
                d.resurgenceCounter   = f.resurgenceCounter;
                d.relationships       = f.relationships;
                foreach (GameObject g in f.domain)
                {
                    d.domain[Mathf.RoundToInt(g.GetComponent <ChunkData>().corX), Mathf.RoundToInt(g.GetComponent <ChunkData>().corX)] = (int)g.GetComponent <ChunkData>().magicResource;
                }

                deadSchools.Add(d);
            }

            year        = mapGeneration.year;
            wealthArray = mapGeneration.wealthArray;

            livingFigures = loreHandler.importantLivingFigures;
            deadFigures   = loreHandler.importantDeadFigures;

            historicalEvents = loreHandler.importantEvents;

            spellList   = spellGeneration.spellList;
            spellNumber = spellGeneration.spellNumber;
        }