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); }
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 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(); } } }
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 UnitSaveData(string name, string classInput, int numItems, int unitLevelInput, int unitExpInput, Dictionary <StatString, int> stats, List <string> abilities) { unitName = name; unitClass = classInput; unitLevel = unitLevelInput; unitExp = unitExpInput; unitInventory = new ItemContainerSaveData(numItems); unitStats = stats; unitAbilities = abilities; }
public UnitSaveData(UnitSaveData oldUnitSaveData, List <Item> items, Dictionary <StatString, int> stats) { unitName = oldUnitSaveData.unitName; unitClass = oldUnitSaveData.unitClass; unitLevel = oldUnitSaveData.unitLevel; unitExp = oldUnitSaveData.unitExp; unitInventory = new ItemContainerSaveData(items.Count); unitInventory.AddItems(items); unitStats = stats; unitAbilities = oldUnitSaveData.unitAbilities; }
public UnitSaveData(string name, string classInput, Level unitLevel, List <ItemSlotData> itemSlots, Dictionary <StatString, int> stats, List <string> abilities) { unitName = name; unitClass = classInput; this.unitLevel = unitLevel.currentLevel; unitExp = unitLevel.currentExperience; unitInventory = new ItemContainerSaveData(itemSlots.Count); unitInventory.AddItems(itemSlots); unitStats = stats; unitAbilities = abilities; }
public List <Item> LoadInventory(string fileName) { ItemContainerSaveData itemContainer = JsonSaveLoadIO.LoadItems(fileName); List <Item> items = new List <Item>(); foreach (ItemSlotSaveData itemSlotSave in itemContainer.savedSlots) { if (itemSlotSave != null) { items.Add(itemDataBase.GetItemCopy(itemSlotSave.itemId)); } } return(items); }
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); }
// DANGEROUS BUT EASY DEFAULT TO AMOUNT = 1 private void SaveItems(IList <Item> items, string fileName) { var saveData = new ItemContainerSaveData(items.Count); for (int i = 0; i < saveData.savedSlots.Length; i++) { if (items[i] == null) { saveData.savedSlots[i] = null; } else { saveData.savedSlots[i] = new ItemSlotSaveData(items[i].ID, 1); } } JsonSaveLoadIO.SaveItems(saveData, fileName); }
/// <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 <BaseInvSlot> itemSlots, string fileName) { var saveData = new ItemContainerSaveData(itemSlots.Count); for (int i = 0; i < saveData.SavedSlots.Length; i++) { BaseInvSlot itemSlot = itemSlots[i]; if (itemSlot.ITEM == null) { saveData.SavedSlots[i] = null; } else { //saveData.SavedSlots[i] = new ItemSlotSaveData(itemSlot.ITEM.itemDefinition.ID(), itemSlot.Amount); } } SaveData(saveData, fileName); }
private void SaveItems(IList <ItemSlot> itemSlots, string fileName) { var saveData = new ItemContainerSaveData(itemSlots.Count); for (int i = 0; i < saveData.savedSlots.Length; i++) { ItemSlot currSlot = itemSlots[i]; if (currSlot.Item == null) { saveData.savedSlots[i] = null; } else { saveData.savedSlots[i] = new ItemSlotSaveData(currSlot.Item.ID, currSlot.Amount); } } JsonSaveLoadIO.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); } }
private void SaveItems(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, 1); // TODO: Addin BaseItemSlot Enchant Debug.Log("Save to database: " + itemSlot.Item.itemId + " | " + itemSlot.Amount + " | equiped or not |" + " enchant lvl"); } } Debug.Log("Inventory Manager save data TODO"); }
/// <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); } } }
public static void SaveItems(ItemContainerSaveData items, string fileName) { FileReadWrite.WriteToBinaryFile(baseSavePath + "/" + fileName + ".dat", items); }
public static void SaveItems(ItemContainerSaveData _items, string _path) { ItemFileReadWrite.WriteToBinaryFile(baseSavePath + "/" + _path + ".dat", _items); }
public static void SaveItems(ItemContainerSaveData items, string fileName) { //Debug.Log(items.SavedSlots[0].itemID); FileReadWrite.WriteToBinaryFile(baseSavePath + "/" + fileName + ".dat", items); }
public static void SaveItems(ItemContainerSaveData itemContainerSaveData, string path) { JSONReadWrite.WriteToJsonFile(baseSavePath + "/" + path + ".json", itemContainerSaveData); }
private void SaveData(ItemContainerSaveData saveData, string fileName) { SaveLoad.Save(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); }