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(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 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(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 AddItems(List <Item> items) { for (int i = 0; i < items.Count; i++) { Item currItem = items[i]; savedSlots[i] = new ItemSlotSaveData(currItem.ID, 1); } }
public void AddItems(List <ItemSlotData> occupiedItemSlots) { for (int i = 0; i < occupiedItemSlots.Count; i++) { Item currItem = occupiedItemSlots[i].Item; savedSlots[i] = new ItemSlotSaveData(currItem.ID, occupiedItemSlots[i].Amount); } }
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); }
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(); } }
/// <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); } } } }