//
        // Serilaization
        //


        /// <summary>
        ///     Only to be called by the RpgCharacterSerializer
        /// </summary>
        public RpgCharacterPacket ExportSerializationPacket()
        {
            RpgCharacterPacket newPacket = new RpgCharacterPacket();

            newPacket.id                = this.id.GuidString;
            newPacket.name              = this.name;
            newPacket.hp                = this.hp;
            newPacket.maxHp             = this.maxHp;
            newPacket.additionalMaxHp   = this.additionalMaxHp;
            newPacket.unallocatedSpPool = this.unallocatedSpPool;
            newPacket.assignmentType    = this.assignmentType;

            newPacket.xpDataPacket = this.xpData.ExportSerializationPacket();

            foreach (StatData stat in this.appliedStats)
            {
                StatPacket newStatPacket = stat.ExportSerializationPacket();
                newPacket.appliedStats.Add(newStatPacket);
            }

            foreach (AbilityData ability in this.appliedAbilities)
            {
                AbilityPacket newAbilityPacket = ability.ExportSerializationPacket();
                newPacket.appliedAbilities.Add(newAbilityPacket);
            }

            return(newPacket);
        }
Exemplo n.º 2
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        /// <summary>
        ///     Save the RpgCharacter to file. The file will be named based off the character's name and GUID
        /// </summary>
        public static void SaveCharacter(RpgCharacterData character)
        {
            if (character == null)
            {
                Debug.LogError("Cannot save a null RpgCharacter!");
                return;
            }

            RpgCharacterPacket packet   = character.ExportSerializationPacket();
            string             savePath = RpgCharacterSerializer.GetFullPath(character.Name, character.Id.ToString());

            RpgCharacterSerializer.WriteToXml(packet, savePath);
        }
Exemplo n.º 3
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        /// <summary>
        ///     Writes the RpgCharacterPacket into a file at the given path.
        ///     The path should be an XML file
        /// </summary>
        private static void WriteToXml(RpgCharacterPacket packet, string path)
        {
            // Create the subdiretory if it doesn't exist
            FileInfo saveFileInfo = new FileInfo(path);

            saveFileInfo.Directory.Create();                    // Does nothing if it already exists

            // Write actual file
            var serializer = new XmlSerializer(typeof(RpgCharacterPacket));

            using (var stream = new FileStream(path, FileMode.Create))
            {
                serializer.Serialize(stream, packet);
            }
        }
        /// <summary>
        ///     Deserialization Constructor
        /// </summary>
        public RpgCharacterData(RpgCharacterPacket rpgCharacterPacket)
        {
            Debug.Assert(rpgCharacterPacket != null, "RpgCharacterData could not be deserialized because the packet was null!");

            this.id                = new SaveableGuid(rpgCharacterPacket.id);
            this.name              = rpgCharacterPacket.name;
            this.hp                = rpgCharacterPacket.hp;
            this.maxHp             = rpgCharacterPacket.maxHp;
            this.additionalMaxHp   = rpgCharacterPacket.additionalMaxHp;
            this.unallocatedSpPool = rpgCharacterPacket.unallocatedSpPool;
            this.assignmentType    = rpgCharacterPacket.assignmentType;

            this.xpData           = new XpData(rpgCharacterPacket.xpDataPacket);
            this.appliedStats     = new List <StatData>();
            this.appliedAbilities = new List <AbilityData>();

            this.numOfStats     = rpgCharacterPacket.appliedStats.Count;
            this.numOfAbilities = rpgCharacterPacket.appliedAbilities.Count;


            // Deserialize abilties first, so we can just loop through stats later to apply abilities
            foreach (AbilityPacket abilityPacket in rpgCharacterPacket.appliedAbilities)
            {
                AbilityData newAbility = new AbilityData(abilityPacket);
                this.appliedAbilities.Add(newAbility);
            }

            foreach (StatPacket statPacket in rpgCharacterPacket.appliedStats)
            {
                StatData newStat = new StatData(statPacket, this.appliedStats);
                this.appliedStats.Add(newStat);

                // Apply all abilities that this new stat takes
                foreach (AbilityData ability in this.appliedAbilities)
                {
                    newStat.ApplyOneAbility(ability);
                }
            }

            this.RecalculateAllLinkedStatsPools();

            this.UpdateReadOnlyStatsList();
            this.UpdateReadOnlyAbilitiesList();
        }
Exemplo n.º 5
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        /// <summary>
        ///     Load an RpgCharacter from file, given its name and it ID (GUID as string).
        ///     It is the developer's responsibility to somehow save the GUID of the player before saving the character.
        ///     Saving the GUID can be done in PlayerPrefs or use the SaveSlot system provided in this project
        /// </summary>
        /// <param name="characterName">Character name.</param>
        /// <param name="characterId">Character GUID as a string.</param>
        public static RpgCharacterData LoadCharacter(string characterName, string characterId)
        {
            if (string.IsNullOrEmpty(characterName))
            {
                Debug.LogError("Cannot load an RpgCharacter with a blank name!");
                return(null);
            }
            if (string.IsNullOrEmpty(characterId))
            {
                Debug.LogError("Cannot load an RpgCharacter with a blank GUID!");
                return(null);
            }


            string             loadPath  = RpgCharacterSerializer.GetFullPath(characterName, characterId);
            RpgCharacterPacket packet    = RpgCharacterSerializer.ReadFromXml(loadPath);
            RpgCharacterData   character = new RpgCharacterData(packet);

            Debug.Assert(character != null, "RpgCharacter of name \"" + characterName + "\" failed to load!");

            return(character);
        }