public void updateData() { Int32 baseIndex = characterIndexes[(int)characterID]; saveData.save32bitInt(baseIndex, exp); saveData.save16bitInt(baseIndex + hpOffset, hp); saveData.save16bitInt(baseIndex + mpOffset, mp); saveData.save16bitInt(baseIndex + spOffset, sp); saveData.save16bitInt(baseIndex + dexpOffset, dexp); saveData.save8bitInt(baseIndex + lvlOffset, lvl); saveData.save8bitInt(baseIndex + dlvlOffset, dlvl); saveData.save8bitUint(baseIndex + weaponOffset, (uint)weapon); saveData.save8bitUint(baseIndex + helmetOffset, (uint)helmet); saveData.save8bitUint(baseIndex + chestOffset, (uint)chest); saveData.save8bitUint(baseIndex + bootsOffset, (uint)boots); saveData.save8bitUint(baseIndex + accessoryOffset, (uint)accessory); foreach (Addition addition in additions) { saveData.save8bitInt(addition.index, addition.hits); } if (characterID == CharacterID.Dart) { saveData.save8bitInt(dartSaveInfoIndex, lvl); saveData.save8bitInt(dartSaveInfoIndex + dartSaveInfoDLvlOffset, dlvl); saveData.save16bitInt(dartSaveInfoIndex + dartSaveInfoHPOffset, hp); saveData.save16bitInt(dartSaveInfoIndex + dartSaveInfoMaxHPOffset, dartMaxHp); } }
public void updateData() { for (int armorSlot = 0; armorSlot < armorSlots; ++armorSlot) { saveData.save8bitUint(armorIndex + armorSlot, (uint)armors[armorSlot]); } for (int itemSlot = 0; itemSlot < itemSlots; ++itemSlot) { saveData.save8bitUint(itemIndex + itemSlot, (uint)usedItems[itemSlot]); } saveData.save8bitUint(armorCountIndex, armorCount); saveData.save8bitUint(itemCountIndex, itemCount); }
public void updateData() { saveData.save8bitUint(gameIndex, goods2); saveData.save8bitUint(gameIndex + 1, goods3); saveData.save8bitUint(gameIndex + 2, goods4); saveData.save8bitUint(gameIndex + 3, goods5); saveData.save8bitUint(gameIndex + 4, goods6); saveData.save8bitUint(gameIndex + 5, goods7); saveData.save8bitUint(gameIndex + 6, goods8); }
public void updateData() { saveData.save8bitUint(saveInfoIndex, dragoonState); saveData.save8bitUint(gameIndex, dragoonState); }