public void LoadInventory(Character character) { ItemContainerSaveData savedSlots = ItemSaveIO._LoadItems(InventoryFileName); if (savedSlots == null) { return; } character.inventory.Clear(); for (int i = 0; i < savedSlots.SavedSlots.Length; i++) { ItemSlot itemSlot = character.inventory.itemSlots[i]; ItemSlotSaveData savedSlot = savedSlots.SavedSlots[i]; if (savedSlot == null) { itemSlot.Item = null; itemSlot.Amount = 0; } else { itemSlot.Item = itemDatabase.GetItemCopy(savedSlot.ItemID); itemSlot.Amount = savedSlot.Amount; } } }
public void SaveInventory() { var data = new ContainerSaveData(slots); for (int i = 0; i < data.savedSlots.Length; i++) { if (items[i] != null) { if (items[i].item == null) { data.savedSlots[i] = null; } else { data.savedSlots[i] = new ItemSaveData(items[i].item, items[i].amount); } } else { data.savedSlots[i] = null; } } ItemSaveIO.SaveItems(data, gameObject.name); }
public void LoadItemStash(ItemStashWindow itemStashWindow, string ItemStashID) { ItemContainerSaveData savedSlots = ItemSaveIO._LoadItems(ItemStashID); if (savedSlots == null) { return; } itemStashWindow.Clear(); for (int i = 0; i < savedSlots.SavedSlots.Length; i++) { ItemSlot itemSlot = itemStashWindow.itemSlots[i]; ItemSlotSaveData savedSlot = savedSlots.SavedSlots[i]; if (savedSlot == null) { itemSlot.Item = null; itemSlot.Amount = 0; } else { itemSlot.Item = itemDatabase.GetItemCopy(savedSlot.ItemID); itemSlot.Amount = savedSlot.Amount; } } }
public void LoadInventory(InventoryManger _inventoryManager) { ItemContainerSaveData savedSlots = ItemSaveIO.LoadItems(InventoryFileName); if (savedSlots == null) { return; } _inventoryManager.inventory.Clear(); for (int i = 0; i < savedSlots.savedSlots.Length; i++) { ItemSlot itemSlot = _inventoryManager.inventory.itemSlots[i]; ItemSlotSaveData savedSlot = savedSlots.savedSlots[i]; if (savedSlot == null) { itemSlot.Item = null; itemSlot.Amount = 0; } else { itemSlot.Item = m_itemDataBase.GetItemCopy(savedSlot.itemID); itemSlot.Amount = savedSlot.amount; itemSlot.eSlotState = savedSlot.slotState; itemSlot.SetStart(); } } }
public void LoadEquipment(InventoryManger _inventoryManager) { ItemContainerSaveData savedSlots = ItemSaveIO.LoadItems(EquipmentFileName); if (savedSlots == null) { return; } for (int i = 0; i < savedSlots.savedSlots.Length; i++) { ItemSlot itemSlot = _inventoryManager.equipmentPanel.equipmentSlots[i]; ItemSlotSaveData savedSlot = savedSlots.savedSlots[i]; if (savedSlot == null) { itemSlot.Item = null; itemSlot.Amount = 0; } else { itemSlot.Item = m_itemDataBase.GetItemCopy(savedSlot.itemID); itemSlot.Amount = savedSlot.amount; ((EquipmentSlot)itemSlot).rememberInventoryIndex = savedSlot.rememberInventoryIndex; itemSlot.eSlotState = savedSlot.slotState; itemSlot.SetStart(); } } }
private void SaveItems(IList <ItemSlot> itemSlots, string fileName, int currencyAmount) { var saveData = new ItemContainerSaveData(itemSlots.Count, currencyAmount); for (int i = 0; i < saveData.SavedSlots.Length; i++) { ItemSlot itemSlot = itemSlots[i]; if (itemSlot.item == null) { saveData.SavedSlots[i] = null; } else { //Debug.Log("Saving " + itemSlot.item.ID + " to slot " + i); saveData.SavedSlots[i] = new ItemSlotSaveData(itemSlot.item.ID, itemSlot.quantity); if (itemSlot.item as EquipmentItem) { //Debug.Log("Saving Equipment Item..."); saveData.SavedSlots[i].itemData = (itemSlot.item as EquipmentItem).itemData; } } } ItemSaveIO.SaveItems(saveData, fileName); }
public PlayerDataManager.PlayerData LoadPlayerEquipmentStatusSetting(PlayerDataManager.PlayerData _playerData) { ItemContainerSaveData savedSlots = ItemSaveIO.LoadItems(EquipmentFileName); if (savedSlots == null) { return(_playerData); } for (int i = 0; i < savedSlots.savedSlots.Length; i++) { ItemSlotSaveData savedSlot = savedSlots.savedSlots[i]; if (savedSlot == null) { } else { EquippableItem equipItem = (EquippableItem)m_itemDataBase.GetItemReference(savedSlot.itemID); _playerData.attack += equipItem.attackBonus; _playerData.defensive += equipItem.armorBonus; _playerData.maxHp += equipItem.maxHealthBonus; } } return(_playerData); }
private void Start() { myConfigs = ItemSaveIO.LoadItems("configurations"); if (myConfigs == null) { myConfigs = new List <MyConfiguration>(); } }
// public void LoadInventory(Player player) // { // ItemContainerSaveData savedSlots = ItemSaveIO.LoadItems(InventoryFileName); // if (savedSlots == null) return; // player.Inventory.Clear(); // for (int i = 0; i < savedSlots.SavedSlots.Length; i++) // { // ItemSlot itemSlot = player.Inventory.ItemSlots[i]; // ItemSlotSaveData savedSlot = savedSlots.SavedSlots[i]; // if (savedSlot == null) // { // itemSlot.Item = null; // } // else // { // itemSlot.Item = itemDatabase.GetItemCopy(savedSlot.ItemID); // } // } // } // public void LoadEquipment(Player player) // { // ItemContainerSaveData savedSlots = ItemSaveIO.LoadItems(EquipmentFileName); // if (savedSlots == null) return; // foreach (ItemSlotSaveData savedSlot in savedSlots.SavedSlots) // { // if (savedSlot == null) { // continue; // } // Item item = itemDatabase.GetItemCopy(savedSlot.ItemID); // player.Inventory.AddItem(item); // player.Equip((EquippableItem)item); // } // } public void LoadCurrency(Player player) { CurrencySaveData save = ItemSaveIO.LoadCurrency(CurrencyFileName); if (save == null) { return; } player.Souls = save.souls; }
public void AddItemToList() { DateTime now = DateTime.Now.Date; System.Random r = new System.Random(); int rInt = r.Next(0, 100); MyConfiguration myConfiguration = new MyConfiguration(now.ToShortDateString(), model.text, rInt.ToString()); menuManager.myConfigs.Add(myConfiguration); ItemSaveIO.SaveItems(menuManager.myConfigs, "configurations"); WriteData(rInt); }
public void RewordItemToInventory() { int rewordItemCount = rewordItemArray.Length - 1; ItemContainerSaveData savedSlots = ItemSaveIO.LoadItems(InventoryFileName); if (savedSlots == null) { savedSlots = new ItemContainerSaveData(PlayerDataManager.Inst.GetPlayerData().inventoySize); for (int i = 0; i < rewordItemArray.Length; i++) { savedSlots.savedSlots[i] = new ItemSlotSaveData(rewordItemArray[rewordItemCount - i].ID, 1, SLOT_STATE.NOT_MOUNTING); } ItemSaveIO.SaveItems(savedSlots, InventoryFileName); return; } //저장할 공간 var tempSaveData = new ItemContainerSaveData(savedSlots.savedSlots.Length); for (int i = 0; i < savedSlots.savedSlots.Length; i++) { ItemSlotSaveData savedSlot = savedSlots.savedSlots[i]; if (savedSlot == null) { if (rewordItemCount >= 0) { tempSaveData.savedSlots[i] = new ItemSlotSaveData(rewordItemArray[rewordItemCount].ID, 1, SLOT_STATE.NOT_MOUNTING); rewordItemCount--; } else { tempSaveData.savedSlots[i] = null; } } else { tempSaveData.savedSlots[i] = new ItemSlotSaveData(savedSlot.itemID, savedSlot.amount, savedSlot.slotState); } } ItemSaveIO.SaveItems(tempSaveData, InventoryFileName); }
/// <summary> /// Saves data of item slots in the given filename. /// </summary> /// <param name="itemSlots"></param> /// <param name="fileName"></param> private void SaveItems(IList <ItemSlot> itemSlots, string fileName) { var saveData = new ItemContainerSaveData(itemSlots.Count); for (int i = 0; i < itemSlots.Count; i++) { ItemSlot slot = itemSlots[i]; if (slot.Item == null) { saveData.SavedSlots[i] = null; } else { saveData.SavedSlots[i] = new ItemSlotSaveData(slot.Item.Id); } } ItemSaveIO.SaveItems(saveData, fileName); }
private void SaveItems(IList <ItemSlot> itemSlots, string fileName) { //Debug.Log(itemSlots[0].Item.ItemName); var saveData = new ItemContainerSaveData(itemSlots.Count); for (int i = 0; i < saveData.SavedSlots.Length; i++) { ItemSlot itemSlot = itemSlots[i]; if (itemSlot.Item == null) { saveData.SavedSlots[i] = null; } else { saveData.SavedSlots[i] = new ItemSlotSaveData(itemSlot.Item.ID, itemSlot.Amount); } } ItemSaveIO.SaveItems(saveData, fileName); }
public void LoadInventory(Inventory inventory) { //Debug.Log("Loading Inventory..."); ItemContainerSaveData savedSlots = ItemSaveIO.LoadItems(InventoryFileName); inventory.Money = savedSlots.Money; if (savedSlots == null) { return; } inventory.Clear(); //Clear inventory for (int i = 0; i < savedSlots.SavedSlots.Length; i++) { //ItemSlot itemSlot = inventory.ItemContainer.itemSlots[i]; ItemSlot itemSlot; ItemSlotSaveData savedSlot = savedSlots.SavedSlots[i]; if (savedSlot == null) { itemSlot.item = null; itemSlot.quantity = 0; } else { itemSlot.item = itemDatabase.GetItemCopy(savedSlot.ItemID); itemSlot.quantity = savedSlot.Amount; inventory.ItemContainer.AddItemAt(itemSlot, i); if (itemSlot.item as EquipmentItem) { (itemSlot.item as EquipmentItem).itemData = savedSlot.itemData; } } } if (savedSlots.SavedSlots[17] != null) { //Debug.Log("Loading Equipped Weapon from Save File..."); uiCharacterEquipment.loadEquippedItems(); } }
private void SaveEquipmentItems(IList <ItemSlot> _itemSlots, string _fileName) { var saveData = new ItemContainerSaveData(_itemSlots.Count); for (int i = 0; i < saveData.savedSlots.Length; i++) { ItemSlot itemSlot = _itemSlots[i]; if (itemSlot.Item == null) { saveData.savedSlots[i] = null; } else { saveData.savedSlots[i] = new ItemSlotSaveData(itemSlot.Item.ID, itemSlot.Amount, itemSlot.eSlotState, ((EquipmentSlot)itemSlot).rememberInventoryIndex); } } ItemSaveIO.SaveItems(saveData, _fileName); }
/// <summary> /// Loads state of the inventory. /// </summary> /// <param name="character"></param> public void LoadInventory(Character character) { ItemContainerSaveData savedInventorySlots = ItemSaveIO.LoadItems(InventoryFileName); if (savedInventorySlots != null) { character.InventoryManager.Inventory.Clear(); for (int i = 0; i < savedInventorySlots.SavedSlots.Length; i++) { ItemSlot itemSlot = character.InventoryManager.Inventory.ItemSlots[i]; ItemSlotSaveData savedSlot = savedInventorySlots.SavedSlots[i]; itemSlot.Item = (savedSlot != null) ? itemConfig.GetItemClone(savedSlot.ItemId) : null; if (itemSlot.Item != null) { character.InventoryManager.Inventory.AddItem(itemSlot.Item); } } } }
public void LoadEquipment(Character character) { ItemContainerSaveData savedSlots = ItemSaveIO._LoadItems(EquipmentFileName); if (savedSlots == null) { return; } foreach (ItemSlotSaveData savedSlot in savedSlots.SavedSlots) { if (savedSlot == null) { continue; } Item item = itemDatabase.GetItemCopy(savedSlot.ItemID); character.inventory.AddItem(item); character.Equip((EquippableItem)item); } }
public void LoadInventory() { ContainerSaveData data = ItemSaveIO.LoadItems(gameObject.name); if (data == null) { return; } ItemData[] idata = new ItemData[data.savedSlots.Length]; for (int i = 0; i < data.savedSlots.Length; i++) { if (data.savedSlots[i] != null) { Item item = itemDatabase.GetItemCopy(data.savedSlots[i].itemID); idata[i] = new ItemData(item, data.savedSlots[i].amount); } } items = idata; }
/// <summary> /// Loads state of the equipments. /// </summary> /// <param name="character"></param> public void LoadEquipments(Character character) { ItemContainerSaveData savedEquipmentSlots = ItemSaveIO.LoadItems(EquipmentFileName); if (savedEquipmentSlots == null) { return; } foreach (ItemSlotSaveData savedSlot in savedEquipmentSlots.SavedSlots) { if (savedSlot == null) { continue; } Item item = (savedSlot != null) ? itemConfig.GetItemClone(savedSlot.ItemId) : null; if (item != null) { character.InventoryManager.Inventory.AddItem(item); character.Equip(item); } } }
private void SaveCurrencies(int gold, int souls, string filename) { var saveData = new CurrencySaveData(gold, souls); ItemSaveIO.SaveCurrencies(saveData, filename); }
private void SetWeaponItem(HotbarItem weaponItem, bool isLoadingfromSave) { this.weaponItem = weaponItem; //Debug.Log("Weapon Slot: Currently Equiped " + weaponItem.name); if (LoadedWeapon) { PhotonNetwork.Destroy(LoadedWeapon); } if (isLoadingfromSave) { ItemContainerSaveData savedSlots = ItemSaveIO.LoadItems("Inventory"); if (savedSlots.SavedSlots[17] != null) { CurrentPlayer = PhotonNetwork.LocalPlayer.TagObject as GameObject; LoadedWeapon = PhotonNetwork.Instantiate((Path.Combine("PhotonPrefabs/Items", savedSlots.SavedSlots[17].ItemID)), Vector3.up, Quaternion.identity) as GameObject; LoadedWeapon.transform.position = CurrentPlayer.transform.GetChild(1).GetChild(0).position; LoadedWeapon.transform.rotation = CurrentPlayer.transform.GetChild(1).GetChild(0).rotation; // if(PV.IsMine) // PV.RPC("TransformLoadedWeapon", RpcTarget.All); TransformLoadedWeapon(); //LoadedWeapon.transform.SetParent(CurrentPlayer.transform.GetChild(1).GetChild(0)); //LoadedWeapon.transform.parent = CurrentPlayer.transform.GetChild(1).GetChild(0); LoadedWeapon.GetComponent <WeaponStats>().item_value = savedSlots.SavedSlots[17].itemData.item_value; LoadedWeapon.GetComponent <WeaponStats>().attack = savedSlots.SavedSlots[17].itemData.attack; LoadedWeapon.GetComponent <WeaponStats>().attack_speed = savedSlots.SavedSlots[17].itemData.attack_speed; LoadedWeapon.GetComponent <WeaponStats>().crit_chance = savedSlots.SavedSlots[17].itemData.crit_chance; LoadedWeapon.GetComponent <WeaponStats>().bleed_chance = savedSlots.SavedSlots[17].itemData.bleed_chance; LoadedWeapon.GetComponent <WeaponStats>().range = savedSlots.SavedSlots[17].itemData.range; LoadedWeapon.GetComponent <WeaponStats>().defense = savedSlots.SavedSlots[17].itemData.defense; LoadedWeapon.GetComponent <WeaponStats>().magic_defense = savedSlots.SavedSlots[17].itemData.magic_defense; LoadedWeapon.GetComponent <WeaponStats>().move_speed = savedSlots.SavedSlots[17].itemData.move_speed; LoadedWeapon.GetComponent <WeaponStats>().item_type = savedSlots.SavedSlots[17].itemData.item_type; } } else { CurrentPlayer = PhotonNetwork.LocalPlayer.TagObject as GameObject; LoadedWeapon = PhotonNetwork.Instantiate((Path.Combine("PhotonPrefabs/Items", weaponItem.Name)), Vector3.up, Quaternion.identity) as GameObject; LoadedWeapon.transform.position = CurrentPlayer.transform.GetChild(1).GetChild(0).position; LoadedWeapon.transform.rotation = CurrentPlayer.transform.GetChild(1).GetChild(0).rotation; // if(PV.IsMine) // PV.RPC("TransformLoadedWeapon", RpcTarget.All); // RpcTarget.all TransformLoadedWeapon(); //LoadedWeapon.transform.SetParent(CurrentPlayer.transform.GetChild(1).GetChild(0)); //LoadedWeapon.transform.parent = CurrentPlayer.transform.GetChild(1).GetChild(0); equipmentItem = playerInventory.ItemContainer.itemSlots[17].item as EquipmentItem; LoadedWeapon.GetComponent <WeaponStats>().item_value = (playerInventory.ItemContainer.itemSlots[17].item as EquipmentItem).itemData.item_value; LoadedWeapon.GetComponent <WeaponStats>().attack = (playerInventory.ItemContainer.itemSlots[17].item as EquipmentItem).itemData.attack; LoadedWeapon.GetComponent <WeaponStats>().attack_speed = (playerInventory.ItemContainer.itemSlots[17].item as EquipmentItem).itemData.attack_speed; LoadedWeapon.GetComponent <WeaponStats>().crit_chance = (playerInventory.ItemContainer.itemSlots[17].item as EquipmentItem).itemData.crit_chance; LoadedWeapon.GetComponent <WeaponStats>().bleed_chance = (playerInventory.ItemContainer.itemSlots[17].item as EquipmentItem).itemData.bleed_chance; LoadedWeapon.GetComponent <WeaponStats>().range = (playerInventory.ItemContainer.itemSlots[17].item as EquipmentItem).itemData.range; LoadedWeapon.GetComponent <WeaponStats>().defense = (playerInventory.ItemContainer.itemSlots[17].item as EquipmentItem).itemData.defense; LoadedWeapon.GetComponent <WeaponStats>().magic_defense = (playerInventory.ItemContainer.itemSlots[17].item as EquipmentItem).itemData.magic_defense; LoadedWeapon.GetComponent <WeaponStats>().move_speed = (playerInventory.ItemContainer.itemSlots[17].item as EquipmentItem).itemData.move_speed; LoadedWeapon.GetComponent <WeaponStats>().item_type = (playerInventory.ItemContainer.itemSlots[17].item as EquipmentItem).itemData.item_type; } //LoadIntoHand(weaponItem, isLoadingfromSave); }