/// <summary> /// /// </summary> private void ItemLoadState(List <Food_Section_Save_State> load, List <GameObject> purchasable) { for (int i = 0; i < purchasable.Count(); i++) { Purchasable item = purchasable[i].GetComponent <PurchasableData>().Purchasable; Food_Section_Save_State load_sate = load[i]; item.Cost = load_sate.Cost; item.Count = load_sate.Count; item.Resource_Rate = load_sate.Resource_Rate; item.Is_Purchased = load_sate.Is_Purchased; item.On_Complete = load_sate.On_Complete; item.Unlocked = load_sate.Unlocked; item.Current_Time = load_sate.Current_Time; item.Started_Timer = load_sate.Started_Timer; } }
/// <summary> /// /// </summary> private void ItemSaveState(List <Food_Section_Save_State> save, List <GameObject> purchasable, float afk_rate) { for (int i = 0; i < purchasable.Count(); i++) { Purchasable item = purchasable[i].GetComponent <PurchasableData>().Purchasable; Food_Section_Save_State save_sate = new Food_Section_Save_State(); save_sate.Cost = item.Cost; save_sate.Count = item.Count; save_sate.Resource_Rate = item.Resource_Rate; save_sate.Is_Purchased = item.Is_Purchased; save_sate.On_Complete = item.On_Complete; save_sate.Unlocked = item.Unlocked; save_sate.Current_Time = item.Current_Time; save_sate.Started_Timer = item.Started_Timer; save.Add(save_sate); } }