// On utilise les valeurs qu'on a sauver pour re générer les joueurs // Bon le Load c'est un peu n'importe quoi ça fait beaucoup de chose, à refactor peut etre public void LoadPartyData(PlayerDatabase database, GameVariableDatabase variableDatabase, GameVariableDatabase chestDatabase, ItemDatabase itemDatabase) { variableDatabase.LoadVariable(gameVariables); chestDatabase.LoadVariable(chestVariable); characterStatControllers.Clear(); characterGrowths.Clear(); characterEquipement.Clear(); for (int i = 0; i < characterSavesData.Count; i++) { PlayerData playerData = database.GetPlayerData(characterSavesData[i].playerDataID); characterStatControllers.Add(new CharacterStatController(playerData.CharacterData)); characterGrowths.Add(new CharacterGrowthController(playerData.CharacterGrowth, characterStatControllers[i])); // Convertit les string du json en ArmorData List<ArmorData> res = new List<ArmorData>(characterSavesData[i].armorEquipped.Count); for (int j = 0; j < characterSavesData[i].armorEquipped.Count; j++) { res.Add((ArmorData) itemDatabase.GetItemData(characterSavesData[i].armorEquipped[j])); } characterEquipement.Add(new CharacterEquipementController(playerData.WeaponEquipped, res, playerData.WeaponLevels, characterSavesData[i].playerExperience, characterStatControllers[i], characterGrowths[i])); } partyInitialized = new PartyInitialized(); }
public void SetInitialize() { partyInitialized = new PartyInitialized(); inventory.Clear(); }
/* ======================================== *\ * GETTERS AND SETTERS * \* ======================================== */ #endregion #region Functions /* ======================================== *\ * FUNCTIONS * \* ======================================== */ public void ResetPartyData() { partyInitialized = null; }