public void SetPlayerInventory(List <ShipEquipment> newInventory) { List <int> playerInventoryEquipmentsIndexes = new List <int>(); foreach (ShipEquipment equip in newInventory) { playerInventoryEquipmentsIndexes.Add(equip.GetEquipmentSaveIndex); } playerInventoryEquipments = Serializations.SerializeListOfInt(playerInventoryEquipmentsIndexes); }
public void SetPlayerEquipmentsData(EquipmentsSet equipedEquipments, List <ShipEquipment> inventoryEquipments, int armorAmount, int goldAmount) { PlayerInventory playerInventory = new PlayerInventory(inventoryEquipments); #region Set List <int> playerEquipedEquipmentsIndexes = new List <int>(); if (equipedEquipments.GetHullEquipment != null) { playerEquipedEquipmentsIndexes.Add(equipedEquipments.GetHullEquipment.GetEquipmentSaveIndex); } else { playerEquipedEquipmentsIndexes.Add(-1); } if (equipedEquipments.GetMainWeaponEquipment != null) { playerEquipedEquipmentsIndexes.Add(equipedEquipments.GetMainWeaponEquipment.GetEquipmentSaveIndex); } else { playerEquipedEquipmentsIndexes.Add(-1); } if (equipedEquipments.GetSecondaryWeaponEquipment != null) { playerEquipedEquipmentsIndexes.Add(equipedEquipments.GetSecondaryWeaponEquipment.GetEquipmentSaveIndex); } else { playerEquipedEquipmentsIndexes.Add(-1); } playerEquipedEquipments = Serializations.SerializeListOfInt(playerEquipedEquipmentsIndexes); #endregion #region Inventory List <int> playerInventoryEquipmentsIndexes = new List <int>(); foreach (ShipEquipment equip in inventoryEquipments) { playerInventoryEquipmentsIndexes.Add(equip.GetEquipmentSaveIndex); } playerInventoryEquipments = Serializations.SerializeListOfInt(playerInventoryEquipmentsIndexes); #endregion playerArmorAmout = armorAmount; playerGoldAmount = goldAmount; }