public bool?Evaluate(string predicate, string[] parameters)
        {
            switch (predicate)
            {
            case "HasInventoryItem":
                return(HasItem(InventoryItem.GetFromID(parameters[0])));
            }

            return(null);
        }
示例#2
0
        void ISaveable.RestoreState(object state)
        {
            var droppedItemsList = (DropRecord[])state;

            foreach (var item in droppedItemsList)
            {
                var     pickupItem = InventoryItem.GetFromID(item.itemID);
                Vector3 position   = item.position.ToVector();
                int     number     = item.number;
                SpawnPickup(pickupItem, position, number);
            }
        }
示例#3
0
        void ISaveable.RestoreState(object state)
        {
            var slotStrings = (InventorySlotRecord[])state;

            for (int i = 0; i < inventorySize; i++)
            {
                slots[i].item   = InventoryItem.GetFromID(slotStrings[i].itemID);
                slots[i].number = slotStrings[i].number;
            }
            if (inventoryUpdated != null)
            {
                inventoryUpdated();
            }
        }
        void ISaveable.RestoreState(object state)
        {
            equippedItems = new Dictionary <EquipLocation, EquipableItem>();

            var equippedItemsForSerialization = (Dictionary <EquipLocation, string>)state;

            foreach (var pair in equippedItemsForSerialization)
            {
                var item = (EquipableItem)InventoryItem.GetFromID(pair.Value);
                if (item != null)
                {
                    equippedItems[pair.Key] = item;
                }
            }
        }
示例#5
0
        /// <summary>
        /// Loads player inventory from savefile
        /// </summary>
        /// <param name="state"></param>
        public void RestoreState(object state)
        {
            var stateRecords = (InventorySlotRecord[])state;

            for (int i = 0; i < m_InventorySize; i++)
            {
                m_slots[i].item   = InventoryItem.GetFromID(stateRecords[i].itemID);
                m_slots[i].number = stateRecords[i].number;
            }

            if (inventoryUpdated != null)
            {
                inventoryUpdated();
            }
        }
示例#6
0
        /// <summary>
        /// Restores the equipment state of the player on loading a save.
        /// </summary>
        /// <param name="state"></param>
        public void RestoreState(object state)
        {
            //Create the equipment dictionary
            m_EquippedItems = new Dictionary <EquipLocation, EquipableItem>();

            //Load state data
            Dictionary <EquipLocation, string> stateDict = (Dictionary <EquipLocation, string>)state;

            //Iterate through state data and equipped items to the player.
            foreach (var pair in stateDict)
            {
                var equippeditem = (EquipableItem)InventoryItem.GetFromID(pair.Value);

                if (equippeditem != null)
                {
                    m_EquippedItems[pair.Key] = equippeditem;
                }
            }
        }
示例#7
0
        void ISaveable.RestoreState(object state)
        {
            var droppedItemsList = (List <DropRecord>)state;
            int buildIndex       = SceneManager.GetActiveScene().buildIndex;

            otherSceneDroppedItems.Clear();

            foreach (var item in droppedItemsList)
            {
                if (item.sceneBuildIndex != buildIndex)
                {
                    otherSceneDroppedItems.Add(item);
                    continue;
                }
                var     pickupItem = InventoryItem.GetFromID(item.itemID);
                Vector3 position   = item.position.ToVector();
                int     number     = item.number;
                SpawnPickup(pickupItem, position, number);
            }
        }
示例#8
0
        public void RestoreState(object state)
        {
            var droppedItemList = (List <DropRecord>)state;
            var buildIndex      = SceneManager.GetActiveScene().buildIndex;

            //Clear list
            m_OtherSceneDroppedItems.Clear();

            foreach (var item in droppedItemList)
            {
                //Check if items was from a different scene
                if (item.sceneIndex != buildIndex)
                {
                    m_OtherSceneDroppedItems.Add(item);
                    continue;
                }

                var     pickupItem = InventoryItem.GetFromID(item.itemID);
                Vector3 position   = item.position.ToVector();
                int     number     = item.number;

                SpawnPickup(pickupItem, position, number);
            }
        }