/**A function to gather all session information, for the serialization.*/ public void GatherSessionInformation(GameObject player, QuestManager quest_manager) { this.m_SerializablePlayer = this.m_SerializablePlayer.GenerateSerializableInstance(player); this.m_SerializableQuestManager.ParseAllQuestStates(quest_manager); this.m_SerializableQuestManager.ParseAllQuestRewardsGiven(quest_manager); this.m_SerializableQuestManager.ParseAllCompletedMainQuests(quest_manager); } //end f'n void GatherSessionInformation(GameObject, GameObject)
} //end f'n SetPlayerAttributes(GameObject) /**A function to generate our serializable instance.*/ public Serializable_Player GenerateSerializableInstance(GameObject player) { Serializable_Player serializable_player = new Serializable_Player(); serializable_player.GatherPlayerAttributes(player); serializable_player.GatherPlayerPosition(player); serializable_player.ParseCurrentRegion(player); PlayerInventory inventory = player.GetComponent <PlayerInventory> (); // Debug.Log ("Player inventory exists? " + (inventory != null)); // inventory.OutputInventoryContents (); // Debug.Log ("Player dictionary exists? " + (inventory.m_ItemDictionary != null)); serializable_player.ParseItemDictionary(inventory.m_ItemDictionary); serializable_player.ParseSpellList(inventory.m_SpellClassList); serializable_player.ParseQuestItemList(player); serializable_player.ParseCurrentHotkeyedItems(player); return(serializable_player); } //end f'n Serializable_Player GenerateSerializableInstance(GameObject)