Esempio n. 1
0
 private void Awake()
 {
     if (Instance != null && Instance != this)
     {
         transform.parent = null;
         Destroy(this.gameObject);
     }
     else
     {
         Instance = this;
         DontDestroyOnLoad(this.gameObject);
         so = GetComponent <ScriptableObjectPersistence>();
     }
 }
Esempio n. 2
0
    private static void RefreshReferences(ScriptableObjectPersistence sop)
    {
        Undo.RecordObject(sop, "Refresh Scriptable Object References");

        var itemDB = AssetsUtility.FindFirstAsset <ItemDatabase>("");

        ReflectionUtility.SetPrivateField(sop, "_itemDatabase", itemDB);

        var skinTexDBs = AssetsUtility.FindAllAssets <SkinTexturesDatabase>();

        ReflectionUtility.SetPrivateField(sop, "_skinTexturesDatabases", skinTexDBs);

        var name = AssetsUtility.FindFirstAsset <StringValue>("Save");

        ReflectionUtility.SetPrivateField(sop, "_saveName", name);

        var pos = AssetsUtility.FindFirstAsset <VectorValue>("Player");

        ReflectionUtility.SetPrivateField(sop, "_playerPosition", pos);

        var health = AssetsUtility.FindFirstAsset <ConstrainedFloat>("Health");

        ReflectionUtility.SetPrivateField(sop, "_health", health);

        var mana = AssetsUtility.FindFirstAsset <ConstrainedFloat>("Mana");

        ReflectionUtility.SetPrivateField(sop, "_mana", mana);

        var lumen = AssetsUtility.FindFirstAsset <ConstrainedFloat>("Lumen");

        ReflectionUtility.SetPrivateField(sop, "_lumen", lumen);

        var xp = AssetsUtility.FindFirstAsset <XPSystem>("Player");

        ReflectionUtility.SetPrivateField(sop, "_xpSystem", xp);

        var time = AssetsUtility.FindFirstAsset <FloatValue>("TimeOfDay");

        ReflectionUtility.SetPrivateField(sop, "_timeOfDay", time);

        var appearance = AssetsUtility.FindFirstAsset <CharacterAppearance>("Player");

        ReflectionUtility.SetPrivateField(sop, "_characterAppearance", appearance);

        var inv = AssetsUtility.FindFirstAsset <Inventory>("Player");

        ReflectionUtility.SetPrivateField(sop, "_playerInventory", inv);

        var bools          = AssetsUtility.FindAllAssets <BoolValue>();
        var strings        = AssetsUtility.FindAllAssets <StringValue>();
        var chests         = new List <BoolValue>();
        var stashes        = new List <BoolValue>();
        var doors          = new List <BoolValue>();
        var bosses         = new List <BoolValue>();
        var healthCrystals = new List <BoolValue>();
        var manaCrystals   = new List <BoolValue>();
        var cutscenes      = new List <BoolValue>();
        var quests         = new List <BoolValue>();

        for (int i = 0; i < bools.Length; i++)
        {
            var path = AssetDatabase.GetAssetPath(bools[i]);
            if (path.Contains("Chest"))
            {
                chests.Add(bools[i]);
            }
            if (path.Contains("Stashes"))
            {
                stashes.Add(bools[i]);
            }
            else if (path.Contains("Doors"))
            {
                doors.Add(bools[i]);
            }
            else if (path.Contains("Bosses"))
            {
                bosses.Add(bools[i]);
            }
            else if (path.Contains("HealthCrystals"))
            {
                healthCrystals.Add(bools[i]);
            }
            else if (path.Contains("ManaCrystals"))
            {
                manaCrystals.Add(bools[i]);
            }
            else if (path.Contains("Cutscenes"))
            {
                cutscenes.Add(bools[i]);
            }
            else if (path.Contains("QuestsBools"))
            {
                quests.Add(bools[i]);
            }
        }

        ReflectionUtility.SetPrivateField(sop, "_chests", chests.ToArray());
        ReflectionUtility.SetPrivateField(sop, "_stashes", stashes.ToArray());
        ReflectionUtility.SetPrivateField(sop, "_doors", doors.ToArray());
        ReflectionUtility.SetPrivateField(sop, "_bosses", bosses.ToArray());
        ReflectionUtility.SetPrivateField(sop, "_healthCrystals", healthCrystals.ToArray());
        ReflectionUtility.SetPrivateField(sop, "_manaCrystals", manaCrystals.ToArray());
        ReflectionUtility.SetPrivateField(sop, "_cutscenes", cutscenes.ToArray());
        ReflectionUtility.SetPrivateField(sop, "_quests", quests.ToArray());

        var inventories       = AssetsUtility.FindAllAssets <Inventory>();
        var vendorInventories = new List <ScriptableObjectPersistence.VendorInventorySet>();

        for (int i = 0; i < inventories.Length; i++)
        {
            var path = AssetDatabase.GetAssetPath(inventories[i]);
            if (path.Contains("Vendor") && !path.Contains("Default"))
            {
                var search = path.Split('/').Last();        // Remove anything before the last `/` in the path (i.e. folder names).
                search = search.Split('.').First();         // Remove file extension.
                search = search.Replace("Vendor", "");
                search = search.Replace("Inventory", "");
                var initial = AssetsUtility.FindFirstAsset <Inventory>(search);

                // Only accept inventories with "Default" in the path.
                if (initial != null && !AssetDatabase.GetAssetPath(initial).Contains("Default"))
                {
                    initial = null;
                }

                vendorInventories.Add(new ScriptableObjectPersistence.VendorInventorySet(inventories[i], initial));
            }
        }
        ReflectionUtility.SetPrivateField(sop, "_vendorInventories", vendorInventories.ToArray());

        PrefabUtility.RecordPrefabInstancePropertyModifications(sop);

        Debug.Log("SOP: Refreshed references.");
    }
Esempio n. 3
0
    private static void RefreshReferences(ScriptableObjectPersistence sop)
    {
        Undo.RecordObject(sop, "Refresh Scriptable Object References");

        var pos = FindFirstAsset <VectorValue>("Player t:VectorValue");

        SetPrivateField(sop, "_playerPosition", pos);

        var health = FindFirstAsset <ConstrainedFloat>("Health t:ConstrainedFloat");

        SetPrivateField(sop, "_health", health);

        var mana = FindFirstAsset <ConstrainedFloat>("Mana t:ConstrainedFloat");

        SetPrivateField(sop, "_mana", mana);

        var lumen = FindFirstAsset <ConstrainedFloat>("Lumen t:ConstrainedFloat");

        SetPrivateField(sop, "_lumen", lumen);

        var xp = FindFirstAsset <XPSystem>("Player t:XPSystem");

        SetPrivateField(sop, "_xpSystem", xp);

        var inv = FindFirstAsset <Inventory>("Player t:Inventory");

        SetPrivateField(sop, "_playerInventory", inv);

        var bools  = ScriptableObjectUtility.GetAllInstances <BoolValue>();
        var chests = new List <BoolValue>();
        var doors  = new List <BoolValue>();
        var bosses = new List <BoolValue>();

        for (int i = 0; i < bools.Length; i++)
        {
            var path = AssetDatabase.GetAssetPath(bools[i]);
            if (path.Contains("Chest"))
            {
                chests.Add(bools[i]);
            }
            else if (path.Contains("Door"))
            {
                doors.Add(bools[i]);
            }
            else if (path.Contains("Bosses"))
            {
                bosses.Add(bools[i]);
            }
        }
        SetPrivateField(sop, "_chests", chests.ToArray());
        SetPrivateField(sop, "_doors", doors.ToArray());
        SetPrivateField(sop, "_bosses", bosses.ToArray());

        var inventories       = ScriptableObjectUtility.GetAllInstances <Inventory>();
        var vendorInventories = new List <Inventory>();

        for (int i = 0; i < inventories.Length; i++)
        {
            var path = AssetDatabase.GetAssetPath(inventories[i]);
            if (path.Contains("Vendor"))
            {
                vendorInventories.Add(inventories[i]);
            }
        }
        SetPrivateField(sop, "_vendorInventories", vendorInventories.ToArray());

        Debug.Log("SOP: Refreshed references.");
    }
Esempio n. 4
0
 private void Start()
 {
     so = SaveManager.Instance.GetComponent <ScriptableObjectPersistence>();
     MusicManager.RequestMusic(creatorMusic);
     ResetTextures();
 }
Esempio n. 5
0
 private void Start() => so = GetComponent <ScriptableObjectPersistence>();