void SetShopMaterial() { if (File.Exists(Application.persistentDataPath + "/SaveData/" + "skinInfo.sv")) { string[] info = new string[2]; info = File.ReadAllLines(Application.persistentDataPath + "/SaveData/" + "skinInfo.sv"); Skin.Rarity _rarity = (Skin.Rarity)(System.Convert.ToInt32(info[0])); string _name = info[1]; if (_name == "Stone") { material.SetTexture("_MainTex", Resources.Load <Skin>("Prefabs/Stone").sprite.texture); material.SetTexture("_BumpMap", Resources.Load <Skin>("Prefabs/Stone").normalSprite); return; } Skin skin = TakeSkinFromPacks(_rarity, _name); material.SetTexture("_MainTex", skin.sprite.texture); if (skin.normalSprite) { material.SetTexture("_BumpMap", skin.normalSprite); } } else { material.SetTexture("_MainTex", Resources.Load <Skin>("Prefabs/Stone").sprite.texture); material.SetTexture("_BumpMap", Resources.Load <Skin>("Prefabs/Stone").normalSprite); } }
Skin TakeSkinFromPacks(Skin.Rarity rarity, string name) { Skin skin; switch (rarity) { case Skin.Rarity.Common: skin = skinsHolder.skinPacks[0].skins.Find(x => x.name == name); return(skin); case Skin.Rarity.Uncommon: skin = skinsHolder.skinPacks[1].skins.Find(x => x.name == name); return(skin); case Skin.Rarity.Golden: skin = skinsHolder.skinPacks[2].skins.Find(x => x.name == name); return(skin); } return(null); }
void InventoryLoad() { if (File.Exists(Application.persistentDataPath + "/SaveData/Inventory.json")) { string[] jasonTex = File.ReadAllLines(Application.persistentDataPath + "/SaveData/Inventory.json"); for (int i = 0; i < jasonTex.Length;) { Skin.Rarity _rarity = (Skin.Rarity)(System.Convert.ToInt32(jasonTex[i++])); string _name = jasonTex[i++]; if (_name == "Stone") { inventory.skins.Add(Resources.Load <Skin>("Prefabs/Stone")); continue; } inventory.skins.Add(TakeSkinFromPacks(_rarity, _name)); } } else { inventory.skins.Add(Resources.Load <Skin>("Prefabs/Stone")); InventorySave(); } }