public void DealArmour(Transform spawnTransform, ArmourData data, List <GameObject> objectList) //Deals hero cards at start of game { ArmourData card = Instantiate(data); //instantiates instance of scriptable object ArmourCard tempCard = Instantiate(armourCardTemplate); //instantiates an instance of the card prefab tempCard.transform.SetParent(spawnTransform, false); //moves card onto board tempCard.armourData = card; //assigns the instance of the scriptable object to the instance of the prefab equippedArmourObj.Add(tempCard.gameObject); //adds card to live list currentArmour = equippedArmourObj[0].GetComponent <ArmourCard>(); }
public void DealArmour(Transform armourTransform, List <GameObject> armourObjectList, ArmourData armour) //Deals one card { ArmourData card = Instantiate(armour); //instantiates instance of scriptable object ArmourCard tempCard = Instantiate(armourCardTemplate); //instantiates an instance of the card prefab tempCard.transform.SetParent(armourInvTransform.transform, false); //moves card onto board tempCard.armourData = card; //assigns the instance of the scriptable object to the instance of the prefab invArmour.Add(tempCard.gameObject); //adds card to live list tempCard.equipButton.SetActive(true); //enables the button tempCard.name = tempCard.armourData.name.Replace("(Clone)", "").ToString(); }
public void SaveBackpack() //saves backpack lists and remaining lootdrop lists { //saves backpack items to list of strings textBackpackWeapons.Clear(); //clears list before saving foreach (GameObject weapon in backPackWeapons) { WeaponCard tempWeapon = weapon.GetComponent <WeaponCard>(); weaponLoot1.Remove(tempWeapon.weaponData); //removes from loot drop list textBackpackWeapons.Add(weapon.name.ToString()); //Converts data to string } textBackpackUltimate.Clear(); //clears list before saving foreach (GameObject ultimate in backPackUltimates) { UltimateCard tempUltimate = ultimate.GetComponent <UltimateCard>(); ultimateLoot1.Remove(tempUltimate.ultimateData); //removes from loot drop list textBackpackUltimate.Add(ultimate.name.ToString()); //Converts data to string } textBackpackArmour.Clear(); //clears list before saving foreach (GameObject armour in backPackArmour) { ArmourCard tempArmour = armour.GetComponent <ArmourCard>(); armourLoot1.Remove(tempArmour.armourData); //removes from loot drop list textBackpackArmour.Add(armour.name.ToString()); //Converts data to string } //serializes list of strings to .dat files FileStream weaponFile = new FileStream("BackpackWeapons.dat", FileMode.Create); var bf = new BinaryFormatter(); bf.Serialize(weaponFile, textBackpackWeapons); weaponFile.Close(); FileStream ultimateFile = new FileStream("BackpackUltimates.dat", FileMode.Create); bf.Serialize(ultimateFile, textBackpackUltimate); ultimateFile.Close(); FileStream armourFile = new FileStream("BackpackArmour.dat", FileMode.Create); bf.Serialize(armourFile, textBackpackArmour); armourFile.Close(); //print("saved backpack"); SaveLootTable(); SceneManager.LoadScene("MenuScene"); }
public void DealArmourLoot(Transform spawnTransform, List <ArmourData> dataList, List <GameObject> objectList) //Deals one weapon card { if (dataList.Count > 0) { int rng = UnityEngine.Random.Range(0, dataList.Count); //randomly select a card armourTopDeck = dataList[rng]; } else { armourTopDeck = null; } ArmourData card = Instantiate(armourTopDeck); //instantiates instance of scriptable object ArmourCard tempCard = Instantiate(armourCardTemplate); //instantiates an instance of the card prefab tempCard.transform.SetParent(spawnTransform, false); //moves card onto board tempCard.armourData = card; //assigns the instance of the scriptable object to the instance of the prefab armourLoot1.Remove(armourTopDeck); //removes from list objectList.Add(tempCard.gameObject); //adds card to list tempCard.equipButton.SetActive(true); //enables button tempCard.name = tempCard.armourData.name.Replace("(Clone)", "").ToString(); }