private void RpcLoadActionBarFromDatabase(string actionBar, string playerName) { if (GameObject.Find("LocalPlayer").GetComponent <PlayerRpg>().playerName.Equals(playerName)) { GlobalSerialization.DeserializeActionBar(actionBar, SerializationDatabase.instance.inventory, SerializationDatabase.instance.abs); } }
private void TestSpAquisitionSerialization() { bool[,] tab = new bool[99, 3]; int counter = 29; for (int i = 0; i < 99; i++) { for (int j = 0; j < 3; j++) { if (counter > 0) { tab[i, j] = true; counter--; } else { tab[i, j] = false; } } } Debug.Log(tab); string serial = GlobalSerialization.SerializeSpAquisitionTable(tab); Debug.Log(serial); bool[,] deserializedTab = GlobalSerialization.DeserializeSpAquisitionTable(serial); Debug.Log(deserializedTab); }
private void RpcLoadItemFromDatabase(int id, int x, int y, int upgrade, int quantity, string playerName) { if (GameObject.Find("LocalPlayer").GetComponent <PlayerRpg>().playerName.Equals(playerName)) { GlobalSerialization.DeserializeItem(new SerialItem(id, x, y, upgrade, quantity), SerializationDatabase.instance.inventory); } }
public void CallCmdSerializePlayerPosition() { if (isLocalPlayer) { SerialPosition spos = GlobalSerialization.SerializePosition(gameObject); CmdSerializePlayerPosition(spos.posX, spos.posY, spos.rotZ, GetComponent <PlayerRpg>().playerName); } }
private void SerializeItems() { serializedItems = new List <SerialItem>(); for (int i = 0; i < itemsParentObject.transform.childCount; i++) { serializedItems.Add(GlobalSerialization.SerializeItem(itemsParentObject.transform.GetChild(i).GetComponent <ItemUI>())); } }
private void RpcLoadPositionFromDatabase(float x, float y, float z, string playerName) { PlayerRpg localPlayer = GameObject.Find("LocalPlayer").GetComponent <PlayerRpg>(); if (localPlayer.playerName.Equals(playerName)) { GlobalSerialization.DeserializePosition(new SerialPosition(x, y, z), localPlayer.gameObject); } }
public void CallCmdSerializePlayerRpg() { if (isLocalPlayer) { SerialPlayerRpg spr = GlobalSerialization.SerializePlayerRpg(GetComponent <PlayerRpg>()); CmdSerializePlayerRpg(spr.cName, spr.yang, spr.level, spr.exp, spr.sPoints, spr.sPointsTab, spr.cHp, spr.cEn, spr.cSt, spr.bVit, spr.bInt, spr.bStr, spr.bDex, GetComponent <PlayerRpg>().playerName); } }
private void RpcLoadPlayerRpgFromDatabase(string cName, long yang, int level, long exp, int sPoints, string sPointsTab, float cHp, float cEn, float cSt, int bVit, int bInt, int bStr, int bDex, string playerName) { PlayerRpg localPlayer = GameObject.Find("LocalPlayer").GetComponent <PlayerRpg>(); if (localPlayer.playerName.Equals(playerName)) { GlobalSerialization.DeserializePlayerRpg(new SerialPlayerRpg(cName, yang, level, exp, sPoints, sPointsTab, cHp, cEn, cSt, bVit, bInt, bStr, bDex), localPlayer); localPlayer.SetupStatusAfterLoad(); } }
public void SetupSerializedValues(SerialPlayerRpg spr) { CmdSetName(spr.cName); Yang = spr.yang; Level = spr.level; RefreshMaxExp(); Exp = spr.exp; StatusPoints = spr.sPoints; spAcquisitionTable = GlobalSerialization.DeserializeSpAquisitionTable(spr.sPointsTab); BaseVit = spr.bVit; BaseInt = spr.bInt; BaseStr = spr.bStr; BaseDex = spr.bDex; CalculateStatsDerivatives(); CmdManipulateHealth(spr.cHp); Energy = spr.cEn; Stamina = spr.cSt; }
//this is called on clients, assigned to button for tests public void SaveItemsToDatabase() { inventory.GetPlayerRpg().gameObject.GetComponent <PlayerNetwork>().CallCmdClearItemsOfPlayer(); SerializeItems(); foreach (SerialItem sitem in serializedItems) { inventory.GetPlayerRpg().gameObject.GetComponent <PlayerNetwork>().SerializeItem(sitem); } inventory.GetPlayerRpg().gameObject.GetComponent <PlayerNetwork>().CallCmdSerializeActionBar(GlobalSerialization.SerializeActionBar(abs)); inventory.GetPlayerRpg().gameObject.GetComponent <PlayerNetwork>().CallCmdSerializePlayerPosition(); inventory.GetPlayerRpg().gameObject.GetComponent <PlayerNetwork>().CallCmdSerializePlayerRpg(); }