/// <summary> /// Updates a single slot ui object /// </summary> /// <param name="slot"></param> public void UpdateSlot(int slot) { SaveLoadManager saveManager = SaveLoadManager.instance; SaveSlotUI ssui = saveSlots[slot]; GameData data = saveManager.LoadGameData(ssui.slot); // no data available for thatt slot if (data == null) { // show "empty" ssui.newSlot.SetActive(true); ssui.saveInfo.SetActive(false); return; } // data is available for that slot else { // show info ssui.newSlot.SetActive(false); ssui.saveInfo.SetActive(true); // set text ssui.nameText.text = data.name; ssui.dayValue.text = data.days + ""; ssui.timeValue.text = data.currentHour + ":" + data.currentMinute; ssui.goldValue.text = data.playerGold + "g"; ssui.levelValue.text = data.playerLevel + ""; ssui.classValue.text = data.className; } }
void SaveGameSelectionScreen_OnNewGame(On.SaveGameSelectionScreen.orig_OnNewGame orig, SaveGameSelectionScreen self, SaveSlotUI slot) { //Right now I am not randomizing game slots that are brand new. Console.WriteLine($"This file slot is brand new. Resetting the mappings and putting game items back to normal."); randoStateManager.ResetRandomizerState(); randoStateManager.ResetSeedForFileSlot(slot.slotIndex + 1); orig(self, slot); }