public static void LoadInv(InventoryToSave inventoryToSave, Inventory inventory) { inventory.currentAmmo = inventoryToSave.currentAmmo; inventory.ShildCount = inventoryToSave.ShildCount; inventory.MaxAmmo = inventoryToSave.MaxAmmo; inventory.MaxMedicineChestCount = inventoryToSave.MaxMedicineChestCount; inventory.medicineChestCount = inventoryToSave.medicineChestCount; inventory.HealingPercentByMedicineChest = inventoryToSave.HealingPercentByMedicineChest; }
public static InventoryToSave CreateSctructInv(Inventory inventory) { InventoryToSave inventoryToSave = new InventoryToSave(); inventoryToSave.HealingPercentByMedicineChest = inventory.HealingPercentByMedicineChest; inventoryToSave.MaxAmmo = inventory.MaxAmmo; inventoryToSave.MaxMedicineChestCount = inventory.MaxMedicineChestCount; inventoryToSave.ShildCount = inventory.ShildCount; inventoryToSave.medicineChestCount = inventory.medicineChestCount; inventoryToSave.currentAmmo = inventory.currentAmmo; return(inventoryToSave); }
public static InventoryToSave GetInv(PlayerType playerType) { InventoryToSave stats = new InventoryToSave(); if (playerType == PlayerType.Egor) { stats = SaveController.saves[OneSavePanel.SaveNum].InvEgor; } else if (playerType == PlayerType.Dimitry) { stats = SaveController.saves[OneSavePanel.SaveNum].InvDima; } else if (playerType == PlayerType.Maxim) { stats = SaveController.saves[OneSavePanel.SaveNum].InvMax; } else if (playerType == PlayerType.Alex) { stats = SaveController.saves[OneSavePanel.SaveNum].InvAlex; } return(stats); }