public Item LoadItem(SaveItemClass i) { Item _result = null; _result.itm_Name = i.itm_Name; _result.itm_Desc = i.itm_Desc; _result.itm_FullName = i.itm_FullName; _result.itm_Lore = i.itm_Lore; _result.itm_Type = i.itm_Type; _result.itm_Slot = i.itm_Slot; _result.itm_Value = i.itm_Value; _result.itm_Quality = i.itm_Quality; _result.itm_AttackBonus = i.itm_AttackBonus; _result.itm_MinDamage = i.itm_MinDamage; _result.itm_MaxDamage = i.itm_MaxDamage; _result.itm_DefenseBonus = i.itm_DefenseBonus; _result.itm_MaxCharges = i.itm_MaxCharges; _result.itm_MaxFuel = i.itm_MaxFuel; _result.itm_Icon = i.itm_Icon; _result.itm_ID_Quality = i.itm_ID_Quality; _result.itm_ID_Damage = i.itm_ID_Damage; _result.itm_ID_Defense = i.itm_ID_Defense; _result.itm_ID_Charges = i.itm_ID_Charges; _result.itm_ID = i.itm_ID; _result.itm_Active = i.itm_Active; _result.itm_CurrentCharges = i.itm_CurrentCharges; _result.itm_CurrentFuel = i.itm_CurrentFuel; return(_result); }
public Item LoadItem(SaveItemClass _itm) { this.itm_Name = _itm.itm_Name; this.itm_Desc = _itm.itm_Desc; this.itm_FullName = _itm.itm_FullName; this.itm_Lore = _itm.itm_Lore; this.itm_Magical = _itm.itm_Magical; this.itm_Cursed = _itm.itm_Cursed; this.itm_Type = _itm.itm_Type; this.itm_Slot = _itm.itm_Slot; this.itm_Value = _itm.itm_Value; this.itm_Quality = _itm.itm_Quality; this.itm_AttackBonus = _itm.itm_AttackBonus; this.itm_MinDamage = _itm.itm_MinDamage; this.itm_MaxDamage = _itm.itm_MaxDamage; this.itm_DefenseBonus = _itm.itm_DefenseBonus; this.itm_MaxCharges = _itm.itm_MaxCharges; this.itm_MaxFuel = _itm.itm_MaxFuel; this.itm_Icon = _itm.itm_Icon; this.itm_ID_Quality = _itm.itm_ID_Quality; this.itm_ID_AttackBonus = _itm.itm_ID_AttackBonus; this.itm_ID_Damage = _itm.itm_ID_Damage; this.itm_ID_Defense = _itm.itm_ID_Defense; this.itm_ID_Charges = _itm.itm_ID_Charges; this.itm_ID = _itm.itm_ID; this.itm_Active = _itm.itm_Active; this.itm_CurrentCharges = _itm.itm_CurrentCharges; this.itm_CurrentFuel = _itm.itm_CurrentFuel; return(this); }
public SaveChestClass(Item[] i) { for (int _i = 0; _i < 16; _i++) { if (i[_i] != null) { inventory[_i] = new SaveItemClass(i[_i]); } if (i[_i] == null) { inventory[_i] = null; } } }
public void UpdateSaveSlot(int thisLevel) { //Same as in initialization, want to update this every time the game is saved for (int _p = 0; _p < GameManager.PARTYSIZE; _p++) { PC.Add(new SaveCharacterClass(GameManager.PARTY.PC[_p])); } for (int _i = 0; _i < 20; _i++) { if (GameManager.PARTY.bagInventory[_i] != null) { bagInventory[_i] = new SaveItemClass(GameManager.PARTY.bagInventory[_i]); } } wealth = GameManager.PARTY.wealth; light = GameManager.PARTY.light; currentDungeonLevel = UnityEngine.SceneManagement.SceneManager.GetActiveScene().buildIndex; xCoord = (int)GameManager.PARTY.transform.position.x; yCoord = (int)GameManager.PARTY.transform.position.z; face_xCoord = GameManager.PARTY.FaceMe.transform.position.x; face_yCoord = GameManager.PARTY.FaceMe.transform.position.y; face_zCoord = GameManager.PARTY.FaceMe.transform.position.z; facing = GameManager.PARTY.facing; //Save data for this level only List <GameObject> chestlist = new List <GameObject>(); List <GameObject> lootList = new List <GameObject>(); List <GameObject> doorList = new List <GameObject>(); List <GameObject> spawnerList = new List <GameObject>(); FindAllChildrenWithTag(GameManager.GAME.Levels[thisLevel].transform, "Chest", chestlist); //Make a list of chests FindAllChildrenWithTag(GameManager.GAME.Levels[thisLevel].transform, "GridNode", lootList); //Make a list of loot FindAllChildrenWithTag(GameManager.GAME.Levels[thisLevel].transform, "MapDoor", doorList); //Make a list of doors foreach (GameObject _spawnr in GameObject.FindGameObjectsWithTag("Spawner")) { spawnerList.Add(_spawnr); //Make a list of spawners } if (chestlist.Count > 0) { for (int _i = 0; _i < chestlist.Count; _i++) { Levels[thisLevel].chest[_i] = new SaveChestClass(chestlist[_i].GetComponent <Hello_I_am_a_chest>().inventory); //Save the chests to the save slot } } if (lootList.Count > 0) { for (int _i = 0; _i < lootList.Count; _i++) { Levels[thisLevel].loot[_i] = new SaveLootClass(lootList[_i].GetComponent <GridNode>().inventory); //Save the loot to the save slot\ Levels[thisLevel].trap[_i] = new SaveTrapClass(lootList[_i].GetComponent <GridNode>()); //Save trap data } } if (doorList.Count > 0) { for (int _i = 0; _i < doorList.Count; _i++) { Levels[thisLevel].door[_i] = new SaveDoorClass(doorList[_i].GetComponent <Hello_I_am_a_Door>()); } } if (spawnerList.Count > 0) { for (int _i = 0; _i < spawnerList.Count; _i++) { Levels[thisLevel].SpawnTimer[_i] = spawnerList[_i].GetComponent <Spawner>().timer; if (spawnerList[_i].transform.childCount > 0) { for (int _p = 0; _p < spawnerList[_i].transform.childCount; _p++) { SaveMobLogicClass _thisOne = new SaveMobLogicClass(spawnerList[_i].transform.GetChild(_p).GetComponent <MobLogic>()); spawnerList[_i].transform.GetChild(_p).GetComponent <MobLogic>().mob_data.xCoord = spawnerList[_i].transform.GetChild(_p).transform.localPosition.x; spawnerList[_i].transform.GetChild(_p).GetComponent <MobLogic>().mob_data.yCoord = spawnerList[_i].transform.GetChild(_p).transform.localPosition.z; Levels[thisLevel].Spawn[_i].InsertKiddo(_p, _thisOne, spawnerList[_i].transform.GetChild(_p).transform.localPosition.x, spawnerList[_i].transform.GetChild(_p).transform.localPosition.z); } } } } }
public SaveSlot() { //Load Party members into SaveSlot for (int _p = 0; _p < GameManager.PARTYSIZE; _p++) { PC.Add(new SaveCharacterClass(GameManager.PARTY.PC[_p])); } //Load party baggage into SaveSlot for (int _i = 0; _i < 20; _i++) { if (GameManager.PARTY.bagInventory[_i] != null) { bagInventory[_i] = new SaveItemClass(GameManager.PARTY.bagInventory[_i]); } } //Load Party variables into SaveSlot wealth = GameManager.PARTY.wealth; light = GameManager.PARTY.light; currentDungeonLevel = UnityEngine.SceneManagement.SceneManager.GetActiveScene().buildIndex; xCoord = (int)GameManager.PARTY.transform.position.x; yCoord = (int)GameManager.PARTY.transform.position.z; face_xCoord = GameManager.PARTY.FaceMe.transform.position.x; face_yCoord = GameManager.PARTY.FaceMe.transform.position.y; face_zCoord = GameManager.PARTY.FaceMe.transform.position.z; facing = GameManager.PARTY.facing; //Initialize Level List by grabbing data from all levels in the GameManager.GAME.Levels array List <GameObject> chestlist = new List <GameObject>(); List <GameObject> lootList = new List <GameObject>(); List <GameObject> doorList = new List <GameObject>();//Need these lists later List <GameObject> spawnerList = new List <GameObject>(); for (int _l = 0; _l < GameManager.GAME.Levels.Length; _l++) { Levels.Add(new SaveLevelClass()); //start by adding an entry to the list chestlist.Clear(); lootList.Clear(); //make sure the lists are empty. FindAllChildrenWithTag(GameManager.GAME.Levels[_l].transform, "Chest", chestlist); //Make a list of chests FindAllChildrenWithTag(GameManager.GAME.Levels[_l].transform, "GridNode", lootList); //Make a list of loot FindAllChildrenWithTag(GameManager.GAME.Levels[_l].transform, "MapDoor", doorList); //Make a list of doors foreach (GameObject _spawnr in GameObject.FindGameObjectsWithTag("Spawner")) { spawnerList.Add(_spawnr); //Make a list of spawners } if (chestlist.Count > 0) { foreach (GameObject _ch in chestlist) { Levels[_l].chest.Add(new SaveChestClass(_ch.GetComponent <Hello_I_am_a_chest>().inventory)); //Save the chests to the save slot } } if (lootList.Count > 0) { foreach (GameObject _lt in lootList) { Levels[_l].loot.Add(new SaveLootClass(_lt.GetComponent <GridNode>().inventory)); //Save the loot to the save slot Levels[_l].trap.Add(new SaveTrapClass(_lt.GetComponent <GridNode>())); //Save the trap data from Gridnodes } } if (doorList.Count > 0) { foreach (GameObject _dr in doorList) { Levels[_l].door.Add(new SaveDoorClass(_dr.GetComponent <Hello_I_am_a_Door>())); } } if (spawnerList.Count > 0) { foreach (GameObject _sp in spawnerList) { Levels[_l].SpawnTimer.Add(_sp.GetComponent <Spawner>().timer); _sp.GetComponent <Spawner>().InitialSpawn(); //Kick off initial spawn of spawners Levels[_l].Spawn.Add(new SaveLevelClass.SpawnChildren(_sp.GetComponent <Spawner>())); } } } }
public SaveCharacterClass(Character c) { this.pc_Name = c.pc_Name; this.pc_Class = c.pc_Class; this.pc_PortraintIndex = c.pc_PortraintIndex; this.pc_HP = c.pc_HP; this.pc_Max_HP = c.pc_Max_HP; this.pc_MP = c.pc_MP; this.pc_Max_MP = c.pc_Max_MP; this.pc_XP_Level = c.pc_XP_Level; this.pc_XP = c.pc_XP; this.pc_XP_NNL = c.pc_XP_NNL; this.pc_Base_Str = c.pc_Base_Str; this.pc_Str_Mod = c.pc_Str_Mod; this.pc_Base_Dex = c.pc_Base_Dex; this.pc_Dex_Mod = c.pc_Dex_Mod; this.pc_Base_IQ = c.pc_Base_IQ; this.pc_IQ_Mod = c.pc_IQ_Mod; this.pc_Base_Wis = c.pc_Base_Wis; this.pc_Wis_Mod = c.pc_Wis_Mod; this.pc_Base_Charm = c.pc_Base_Charm; this.pc_Charm_Mod = c.pc_Charm_Mod; this.pc_Base_Health = c.pc_Base_Health; this.pc_Health_Mod = c.pc_Health_Mod; this.skills = c.skills; this.pc_Defense = c.pc_Defense; this.pc_Attack = c.pc_Attack; this.isDead = c.isDead; this.con_Bless = c.con_Bless; this.tmr_Bless = c.tmr_Bless; this.con_Curse = c.con_Curse; this.tmr_Curse = c.tmr_Curse; this.con_Regen = c.con_Regen; this.tmr_Regen = c.tmr_Regen; this.val_Regen = c.val_Regen; this.con_Poison = c.con_Poison; this.tmr_Poison = c.tmr_Poison; this.val_Poison = c.val_Poison; this.con_Haste = c.con_Haste; this.tmr_Haste = c.val_Haste; this.con_Slow = c.con_Slow; this.tmr_Slow = c.tmr_Slow; this.val_Slow = c.val_Slow; this.con_Sevrd = c.con_Sevrd; this.tmr_Sevrd = c.tmr_Sevrd; this.con_Paralyzed = c.con_Paralyzed; this.tmr_Paralyzed = c.tmr_Paralyzed; this.con_Stone = c.con_Stone; this.tmr_Stone = c.tmr_Stone; this.con_Frog = c.con_Frog; this.tmr_Frog = c.tmr_Frog; this.con_Shield = c.con_Shield; this.tmr_Shield = c.tmr_Shield; this.val_Shield = c.val_Shield; this.con_Weak = c.con_Weak; this.tmr_Weak = c.tmr_Weak; this.val_Weak = c.val_Weak; this.con_StrDisease = c.con_StrDisease; this.tmr_StrDisease = c.tmr_StrDisease; this.val_StrDisease = c.val_StrDisease; this.con_DexDisease = c.con_DexDisease; this.tmr_DexDisease = c.tmr_DexDisease; this.val_DexDisease = c.val_DexDisease; this.con_IQDisease = c.con_IQDisease; this.tmr_IQDisease = c.tmr_IQDisease; this.val_IQDisease = c.val_IQDisease; this.con_WisDisease = c.con_WisDisease; this.tmr_WisDisease = c.tmr_WisDisease; this.val_WisDisease = c.val_WisDisease; this.con_CharmDisease = c.con_CharmDisease; this.tmr_CharmDisease = c.tmr_CharmDisease; this.val_CharmDisease = c.val_CharmDisease; this.con_HealthDisease = c.con_HealthDisease; this.tmr_HealthDisease = c.tmr_HealthDisease; this.val_HealthDisease = c.val_HealthDisease; if (c.eq_Head != null) { this.eq_Head = new SaveItemClass(c.eq_Head); } if (c.eq_Neck != null) { this.eq_Neck = new SaveItemClass(c.eq_Neck); } if (c.eq_LeftFinger != null) { this.eq_LeftFinger = new SaveItemClass(c.eq_LeftFinger); } if (c.eq_RightFinger != null) { this.eq_RightFinger = new SaveItemClass(c.eq_RightFinger); } if (c.eq_LeftHand != null) { this.eq_LeftHand = new SaveItemClass(c.eq_LeftHand); } if (c.eq_RightHand != null) { this.eq_RightHand = new SaveItemClass(c.eq_RightHand); } if (c.eq_Torso != null) { this.eq_Torso = new SaveItemClass(c.eq_Torso); } if (c.eq_Legs != null) { this.eq_Legs = new SaveItemClass(c.eq_Legs); } if (c.eq_Feet != null) { this.eq_Feet = new SaveItemClass(c.eq_Feet); } }