void UpdateBoxValidity() { CellVariables vars = VariableContainer.variableContainer.mainCell.vars; cloneBoxes[0].SetValidity(vars.allowedClones[0]); cloneBoxes[1].SetValidity((vars.hasDoubleJump || vars.hasWallJump) && vars.allowedClones[1]); cloneBoxes[2].SetValidity(vars.hasGuitar && vars.allowedClones[2]); cloneBoxes[3].SetValidity(vars.hasGun && vars.allowedClones[3]); cloneBoxes[4].SetValidity((vars.hasSlingJump || vars.hasChargeDash) && vars.allowedClones[4]); cloneBoxes[5].SetValidity(vars.hasGroundPound && vars.allowedClones[5]); }
public void SaveCellData(CellVariables vars) { stats[0] = vars.coinCount; //vars.oreUsed? //stats[2] = vars.hatID; stats[3] = (int)vars.equippedGun; stats[4] = (int)vars.equippedBullet; //stats[5] = (int)vars.equippedGuitar; Debug.Log("Saved Cell Data"); savedCheckpointCoordinates = vars.saveCheckpoint; savedRoom = vars.savedRoom; }
public void LoadCellData(CellVariables vars) { vars.coinCount = stats[0]; //vars.oreUsed? //vars.hatID = stats[2]; vars.equippedGun = (GunType)stats[3]; vars.equippedBullet = (BulletType)stats[4]; //vars.equippedGuitar = (GuitarType)stats[5]; vars.saveCheckpoint = savedCheckpointCoordinates; vars.checkpoint = savedCheckpointCoordinates; vars.savedRoom = savedRoom; }
public void LoadCellData(CellVariables vars) { foreach (CollectableType type in powerups.Keys) { bool[] boolArray = powerups[type]; int combinedValue = 0; switch (type) { case CollectableType.HEALTH: combinedValue = 40 + boolArray.Count(c => c) * HEALTH_INCREMENT; vars.maxHealth = vars.mainHealth = combinedValue; break; case CollectableType.ENERGY: combinedValue = 100 + boolArray.Count(c => c) * ENERGY_INCREMENT; vars.maxEnergy = vars.mainEnergy = combinedValue; break; case CollectableType.ABILITY: // vars.hasGuitar = boolArray[0]; vars.hasGuitar = true; vars.hasGun = boolArray[1]; vars.hasDoubleJump = boolArray[2]; vars.hasWallJump = boolArray[3]; vars.hasSlingJump = boolArray[4]; vars.hasGroundPound = boolArray[5]; vars.hasChargeDash = boolArray[6]; vars.hasTripleJump = boolArray[7]; break; case CollectableType.GUITAR_UPGRADE: combinedValue = 5 + boolArray.Count(c => c) * GUITAR_INCREMENT; vars.guitarDamage = combinedValue; break; case CollectableType.GUN_UPGRADE: combinedValue = 5 + boolArray.Count(c => c) * GUITAR_INCREMENT; vars.gunDamage = combinedValue; break; } } cellData.LoadCellData(vars); }