///////////////// public void Init(JsonObject json) { if (json == null) { return; } JsonArray equipments = json.Get <JsonArray>("equipments"); for (int i = 0; i < equipments.Count; i++) { string obj = (string)equipments[i]; EquipmentItem item = GameDataStorage.Instance.GetEquipmentByName(obj); PlayerEquipments.Add(item); } JsonArray materials = json.Get <JsonArray>("materials"); foreach (JsonObject item in materials) { MaterialData data = GameDataStorage.Instance.GetMaterialByName((string)item["name"]); int amount = item.GetInt("amount"); PlayerMaterials.Add(new MaterialInfo(data, amount)); } }
public bool LoadSession() { player = manager.LoadProfile(); if (player != null) { player.ParseItemToList(); } equipments = manager.LoadEquipments(); return(player == null); }
///////////////// public void RemoveItem(EquipmentItem itemToRemove) { foreach (EquipmentItem item in PlayerEquipments) { if (item == itemToRemove) { PlayerEquipments.Remove(item); if (OnInventoryContentChanged != null) { OnInventoryContentChanged(itemToRemove); } return; } } }
///////////////// public void AddEquipmentItem(EquipmentItem item) { if (item != null) { PlayerEquipments.Add(item); // // TODO: подумать, надо ли сохранять содержимое, если игрок не прошел уровень // интереснее в конце уровня показать полученный дроп // if (OnInventoryContentChanged != null) { OnInventoryContentChanged(item); } } }
public void CreateNewSession(CharacterModel model) { player = manager.CreateNewProfile(model); equipments = new PlayerEquipments(); equipments.list = new List <Equipment>(); }
public void SaveEquipments(PlayerEquipments model) { XmlSaver.SaveXmlToFile <PlayerEquipments>("/MainEquips.xml", model); }