//Function called externally from MainMenu scene to check if starting gear is unlocked public bool IsGearUnlocked(UnlockableGearType gearToCheck_) { switch (gearToCheck_) { case UnlockableGearType.Unarmed: return(this.unarmed); case UnlockableGearType.Daggers: return(this.daggers); case UnlockableGearType.Swords: return(this.sword); case UnlockableGearType.Mauls: return(this.maul); case UnlockableGearType.Poles: return(this.pole); case UnlockableGearType.Bows: return(this.bow); case UnlockableGearType.Shields: return(this.shield); case UnlockableGearType.HolyMagic: return(this.holy); case UnlockableGearType.DarkMagic: return(this.dark); case UnlockableGearType.ArcaneMagic: return(this.arcane); case UnlockableGearType.EnchantMagic: return(this.enchant); case UnlockableGearType.FireMagic: return(this.fire); case UnlockableGearType.WaterMagic: return(this.water); case UnlockableGearType.WindMagic: return(this.wind); case UnlockableGearType.ElectricMagic: return(this.electric); case UnlockableGearType.StoneMagic: return(this.stone); case UnlockableGearType.Paladin: return(this.paladin); case UnlockableGearType.PhoenixCleric: return(this.phoenixCleric); case UnlockableGearType.Theif: return(this.theif); case UnlockableGearType.AscendedMonk: return(this.ascendedMonk); case UnlockableGearType.FrostHammer: return(this.frostHammer); case UnlockableGearType.Golem: return(this.golem); case UnlockableGearType.BellowingChanter: return(this.bellowingChanter); case UnlockableGearType.BoltStormer: return(this.boltStormer); case UnlockableGearType.Dragoon: return(this.dragoon); case UnlockableGearType.Magus: return(this.magus); case UnlockableGearType.Knight: return(this.knight); case UnlockableGearType.Inquisitor: return(this.inquisitor); case UnlockableGearType.UnholyBehemoth: return(this.unholyBehemoth); case UnlockableGearType.Druid: return(this.druid); case UnlockableGearType.Ranger: return(this.ranger); case UnlockableGearType.Necromancer: return(this.necromancer); case UnlockableGearType.Hellspear: return(this.hellspear); case UnlockableGearType.FlowingFist: return(this.flowingFist); case UnlockableGearType.ThunderingRager: return(this.thunderingRager); case UnlockableGearType.GreyMage: return(this.greyMage); case UnlockableGearType.Monolith: return(this.monolith); case UnlockableGearType.TempestBow: return(this.tempestBow); case UnlockableGearType.Hoplite: return(this.hoplite); case UnlockableGearType.Stormcaller: return(this.stormcaller); } //If somehow we reach this point, we're returning false by default just in case return(false); }
//Function called by SaveLoadData.cs to load in unlockable gear settings public void LoadGearSetting(UnlockableGearType gearToLoad_, bool isUnlocked_) { switch (gearToLoad_) { case UnlockableGearType.Unarmed: this.unarmed = isUnlocked_; break; case UnlockableGearType.Daggers: this.daggers = isUnlocked_; break; case UnlockableGearType.Swords: this.sword = isUnlocked_; break; case UnlockableGearType.Mauls: this.maul = isUnlocked_; break; case UnlockableGearType.Poles: this.pole = isUnlocked_; break; case UnlockableGearType.Bows: this.bow = isUnlocked_; break; case UnlockableGearType.Shields: this.shield = isUnlocked_; break; case UnlockableGearType.HolyMagic: this.holy = isUnlocked_; break; case UnlockableGearType.DarkMagic: this.dark = isUnlocked_; break; case UnlockableGearType.ArcaneMagic: this.arcane = isUnlocked_; break; case UnlockableGearType.EnchantMagic: this.enchant = isUnlocked_; break; case UnlockableGearType.FireMagic: this.fire = isUnlocked_; break; case UnlockableGearType.WaterMagic: this.water = isUnlocked_; break; case UnlockableGearType.WindMagic: this.wind = isUnlocked_; break; case UnlockableGearType.ElectricMagic: this.electric = isUnlocked_; break; case UnlockableGearType.StoneMagic: this.stone = isUnlocked_; break; case UnlockableGearType.Paladin: this.paladin = isUnlocked_; break; case UnlockableGearType.PhoenixCleric: this.phoenixCleric = isUnlocked_; break; case UnlockableGearType.Theif: this.theif = isUnlocked_; break; case UnlockableGearType.AscendedMonk: this.ascendedMonk = isUnlocked_; break; case UnlockableGearType.FrostHammer: this.frostHammer = isUnlocked_; break; case UnlockableGearType.Golem: this.golem = isUnlocked_; break; case UnlockableGearType.BellowingChanter: this.bellowingChanter = isUnlocked_; break; case UnlockableGearType.BoltStormer: this.boltStormer = isUnlocked_; break; case UnlockableGearType.Dragoon: this.dragoon = isUnlocked_; break; case UnlockableGearType.Magus: this.magus = isUnlocked_; break; case UnlockableGearType.Knight: this.knight = isUnlocked_; break; case UnlockableGearType.Inquisitor: this.inquisitor = isUnlocked_; break; case UnlockableGearType.UnholyBehemoth: this.unholyBehemoth = isUnlocked_; break; case UnlockableGearType.Druid: this.druid = isUnlocked_; break; case UnlockableGearType.Ranger: this.ranger = isUnlocked_; break; case UnlockableGearType.Necromancer: this.necromancer = isUnlocked_; break; case UnlockableGearType.Hellspear: this.hellspear = isUnlocked_; break; case UnlockableGearType.FlowingFist: this.flowingFist = isUnlocked_; break; case UnlockableGearType.ThunderingRager: this.thunderingRager = isUnlocked_; break; case UnlockableGearType.GreyMage: this.greyMage = isUnlocked_; break; case UnlockableGearType.Monolith: this.monolith = isUnlocked_; break; case UnlockableGearType.TempestBow: this.tempestBow = isUnlocked_; break; case UnlockableGearType.Hoplite: this.hoplite = isUnlocked_; break; case UnlockableGearType.Stormcaller: this.stormcaller = isUnlocked_; break; } }