Exemple #1
0
        public void OnProtoSerialize(ProtobufSerializer serializer)
        {
            for (int s = 0; s < SlotHelper.SlotNames.Length; s++)
            {
                string           slot        = SlotHelper.SlotNames[s];
                EmModuleSaveData savedModule = SaveData.GetModuleInSlot(slot);
                InventoryItem    item        = this.Modules.GetItemInSlot(slot);

                if (item == null)
                {
                    savedModule.ItemID          = (int)TechType.None;
                    savedModule.RemainingCharge = -1f;
                }
                else
                {
                    savedModule.ItemID = (int)item.item.GetTechType();

                    Battery battery = item.item.GetComponent <Battery>();

                    if (battery == null)
                    {
                        savedModule.RemainingCharge = -1f;
                    }
                    else
                    {
                        savedModule.RemainingCharge = battery._charge;
                    }
                }
            }

            SaveData.Save();
        }
        public AuxCyUpgradeConsoleSaveData(string preFabID) : base("AuxUpgradeConsoleSaveData", AucUpConsoleDefs)
        {
            ID = preFabID;

            Module1 = (EmModuleSaveData)base.Properties["M1"];
            Module2 = (EmModuleSaveData)base.Properties["M2"];
            Module3 = (EmModuleSaveData)base.Properties["M3"];
            Module4 = (EmModuleSaveData)base.Properties["M4"];
            Module5 = (EmModuleSaveData)base.Properties["M5"];
            Module6 = (EmModuleSaveData)base.Properties["M6"];
        }
Exemple #3
0
        public void OnProtoDeserializeObjectTree(ProtobufSerializer serializer)
        {
            if (SaveData.Load())
            {
                // Because the items here aren't being serialized with everything else normally,
                // I've used custom save data to handle whatever gets left in these slots.

                QuickLogger.Debug("Loading save data");
                // The following is a recreation of the essential parts of the Equipment.ResponseEquipment method.
                for (int s = 0; s < SlotHelper.SlotNames.Length; s++)
                {
                    string slot = SlotHelper.SlotNames[s];
                    // These slots need to be added before we can add items to them
                    this.Modules.AddSlot(slot);

                    EmModuleSaveData savedModule = SaveData.GetModuleInSlot(slot);

                    if (savedModule.ItemID == 0) // (int)TechType.None
                    {
                        continue;                // Nothing here
                    }
                    var           techtype    = (TechType)savedModule.ItemID;
                    InventoryItem spanwedItem = CyclopsUpgrade.SpawnCyclopsModule(techtype);

                    if (spanwedItem == null)
                    {
                        QuickLogger.Warning($"Unknown upgrade module '{techtype.AsString()}' could not be spamned in from save data");
                        continue;
                    }

                    QuickLogger.Debug($"Spawned in {techtype.AsString()} from save data");

                    if (savedModule.RemainingCharge > 0f) // Modules without batteries are stored with a -1 value for charge
                    {
                        spanwedItem.item.GetComponent <Battery>().charge = savedModule.RemainingCharge;
                    }

                    this.Modules.AddItem(slot, spanwedItem, true);
                }
            }
            else
            {
                UnlockDefaultModuleSlots();
            }
        }