public void SetManMadeByJson(string js) { WeaponSave ws = Newtonsoft.Json.JsonConvert.DeserializeObject <WeaponSave>(js); Name = ws.Wname; WeaponType = ws.Wtype; WeaponCards.Clear(); foreach (var item in ws.Cards) { CardSave cardSave = Newtonsoft.Json.JsonConvert.DeserializeObject <CardSave>(item); WeaponCards.Add(cardSave.CreatAndSetCard()); } }
public InventorySave ToInventorySave() { InventorySave temp = new InventorySave(); temp.InventoryName = GetType().Name; temp.InventoryCont = 1; WeaponSave ws = new WeaponSave(); ws.Wname = Name; ws.Wtype = WeaponType; foreach (var item in WeaponCards) { ws.Cards.Add(item.ToCardSaveString()); } temp.JsonString = Newtonsoft.Json.JsonConvert.SerializeObject(ws); return(temp); }
public void LoadFromSave(WeaponSave save) { loaded = true; this.rarity = save.rarity; for (int i = 0; i < colours.Length; i++) { colours[i] = new Color(save.colours[i].r, save.colours[i].g, save.colours[i].b); } WeaponAttribute[] temp = new WeaponAttribute[save.attributes.Length]; for (int i = 0; i < temp.Length; i++) { temp[i] = new WeaponAttribute(); temp[i].Create(save.attributes[i].type, save.attributes[i].value, this); temp[i].InitializeAttribute(); } specialWeaponAttribute = GameManager.instance.WeaponAttributeDatabase.LoadSpecialWeaponAttribute(save.specialAttributeType); specialWeaponAttribute.InitializeAttribute(this); weaponAttributes = temp; OnLoad(); }
static GlobalSave CreateSaveObject() { GlobalSave globalSave = new GlobalSave(); List <WeaponSave> weaponSaves = new List <WeaponSave>(); foreach (Weapon weapon in CharacterCombat.instance.EquipedWeaponSlots) { if (weapon) { WeaponSave save = new WeaponSave(); save.Init(weapon); weaponSaves.Add(save); } } globalSave.weaponSaves = weaponSaves.ToArray(); globalSave.slottedAbilities = new int[CharacterAbilityManager.instance.SlottedAbilities.Length]; for (int i = 0; i < globalSave.slottedAbilities.Length; i++) { globalSave.slottedAbilities[i] = CharacterAbilityManager.instance.SlottedAbilities[i].abilityInfo.ID; } return(globalSave); }