public static Recipe GetItemTypeItem(Enums.enum_item Item_type) { UnityFunctions.PopulateItemResorces(); Recipe item = (Recipe)UnityFunctions.resource_data[Item_type.ToString()]; return(item); }
public static string GetItemTypeResorceLocation(Enums.enum_item Item_type) { UnityFunctions.PopulateItemResorces(); Recipe item = (Recipe)UnityFunctions.resource_data[Item_type.ToString()]; return(item.prefab_path); }
public static bool GetItemTypeNeedsRefining(Enums.enum_item Item_type) { UnityFunctions.PopulateItemResorces(); Recipe item = (Recipe)UnityFunctions.resource_data[Item_type.ToString()]; return(item.need_refining); }
public static string GetItemTypeDescription(Enums.enum_item Item_type) { UnityFunctions.PopulateItemResorces(); if (UnityFunctions.resource_data.Contains(Item_type.ToString())) { Recipe item = (Recipe)UnityFunctions.resource_data[Item_type.ToString()]; return(item.description); } else { return(""); } }
public void LoadPlayer() { UnityFunctions.PopulateItemResorces(); PlayerSaveModel player_model = PlayerSaveModel.LoadPlayer(); ShipManagment ship_mamanmger = gameObject.GetComponent <ShipManagment>(); ship_mamanmger.fuel = player_model.fuel; ship_mamanmger.battery = player_model.battery; if (is_config == false) { transform.position = player_model.position; transform.rotation = player_model.roation; } else { stored_pos = player_model.position; stored_rotation = player_model.roation; } //************* //Load invetory //************* InventoryManager inv = gameObject.GetComponent <InventoryManager>(); inv.inventory.Clear(); if (inv != null && player_model.inventory != null) { foreach (Enums.enum_item e in player_model.inventory) { //if (UnityFunctions.GetItemTypeResorceType(e) == Enums.enum_resorce_type.blueprint) { //inv.blueprints.Add(new InventoryManager.Item(e)); //} else { inv.inventory.Add(new InventoryManager.Item(e)); // } } } //**************** //Load blue prints //**************** //inv.blueprints.Clear(); if (inv != null && player_model.blueprints != null) { foreach (Enums.enum_item e in player_model.blueprints) { inv.blueprints.Add(new InventoryManager.Item(e)); } } //***************** //Load the upgrades //***************** ship_mamanmger.stored_upgrades.Clear(); foreach (string e in player_model.stored_upgrades) { Upgrade_Settings refab = Resources.Load(e) as Upgrade_Settings; ship_mamanmger.stored_upgrades.Add(refab); } //******************************************** //Loop through the modules in our player model //******************************************** foreach (ModuleSaveModel module in player_model.modules) { //**************** //Create our modue //**************** GameObject new_module = Create_Module(module); if (new_module != null) { //************ //Add upgrades //************ ship_mamanmger.Equip(new_module); } } //******************************************** //Loop through the modules in our player model //******************************************** foreach (ModuleSaveModel module in player_model.stored_modules) { //**************** //Create our modue //**************** GameObject new_module = null; try { new_module = Create_Module(module); } catch (Exception ex) { Debug.Log(ex); } if (new_module != null) { ship_mamanmger.Store_Module(new_module); } } }