Add inventory saving manager system for user items
Fix inventory slots bug
This commit is contained in:
parent
306c2f85c3
commit
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@ -48,6 +48,7 @@
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</PropertyGroup>
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<ItemGroup>
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<Compile Include="Assets\Scripts\RespawnScript.cs" />
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<Compile Include="Assets\Scripts\SceneManager\SceneTaskManager.cs" />
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<Compile Include="Assets\Scripts\SettingsButton.cs" />
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<Compile Include="Assets\Scripts\UI\ISlot.cs" />
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<Compile Include="Assets\Scripts\Enemies' Scprits\Enemy.cs" />
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@ -62,6 +63,7 @@
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<Compile Include="Assets\NewGame.cs" />
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<Compile Include="Assets\Scripts\Knockback.cs" />
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<Compile Include="Assets\Scripts\Inventory\InventoryManager.cs" />
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<Compile Include="Assets\Scripts\SceneManager\SaveTask\SaveQuestSystem.cs" />
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<Compile Include="Assets\Scripts\Dialogue.cs" />
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<Compile Include="Assets\Scripts\SceneManager\SaveItem\ItemData\ItemData.cs" />
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<Compile Include="Assets\Scripts\Item\ItemSlot.cs" />
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@ -23453,6 +23453,18 @@ MonoBehaviour:
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m_TargetAssemblyTypeName: SaveController, Assembly-CSharp
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m_MethodName: SaveInventory
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@ -50730,6 +50742,7 @@ GameObject:
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m_Name: LocalSceneManager
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m_TagString: Untagged
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@ -50788,6 +50801,23 @@ MonoBehaviour:
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MapName:
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ElementFolderName: Quest
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ItemsListName: QuestsList
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--- !u!114 &251828925
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m_EditorClassIdentifier:
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isNewGame: 1
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isContinued: 0
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MapName:
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ElementFolderName: InventoryItem
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ItemsListName: InventoryItemList
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--- !u!1 &253761061
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GameObject:
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m_ObjectHideFlags: 0
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@ -114375,6 +114405,18 @@ MonoBehaviour:
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m_BoolArgument: 0
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m_CallState: 2
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- m_Target: {fileID: 933251618}
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m_TargetAssemblyTypeName: SaveController, Assembly-CSharp
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m_MethodName: SaveInventory
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m_Mode: 1
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m_ObjectArgumentAssemblyTypeName: UnityEngine.Object, UnityEngine
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--- !u!114 &933251620
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@ -41129,6 +41129,7 @@ GameObject:
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m_Layer: 0
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m_TagString: Untagged
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@ -41187,6 +41188,23 @@ MonoBehaviour:
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MapName:
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ElementFolderName: Quest
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ItemsListName: QuestsList
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--- !u!114 &805783481
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MonoBehaviour:
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m_ObjectHideFlags: 0
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m_EditorClassIdentifier:
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isNewGame: 1
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isContinued: 0
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MapName:
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ElementFolderName: InventoryItem
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ItemsListName: InventoryItemList
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--- !u!1 &805898524
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GameObject:
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m_ObjectHideFlags: 0
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@ -42228,6 +42246,18 @@ MonoBehaviour:
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m_StringArgument:
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m_BoolArgument: 0
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m_CallState: 2
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- m_Target: {fileID: 897697754}
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m_TargetAssemblyTypeName: SaveController, Assembly-CSharp
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m_MethodName: SaveInventory
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m_Mode: 1
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m_Arguments:
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--- !u!114 &897697754
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@ -138710,6 +138740,18 @@ MonoBehaviour:
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m_StringArgument:
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m_BoolArgument: 0
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m_CallState: 2
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- m_Target: {fileID: 2146696734}
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m_TargetAssemblyTypeName: SaveController, Assembly-CSharp
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m_MethodName: SaveInventory
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m_Mode: 1
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m_Arguments:
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m_ObjectArgument: {fileID: 0}
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m_ObjectArgumentAssemblyTypeName: UnityEngine.Object, UnityEngine
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m_IntArgument: 0
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m_StringArgument:
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--- !u!114 &2146696734
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MonoBehaviour:
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m_ObjectHideFlags: 0
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@ -37,7 +37,7 @@ public class DoorBehaviour : MonoBehaviour
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// 1. Save all befor change scene
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SaveController.GetComponent<SaveController>().SaveItems();
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SaveController.GetComponent<SaveController>().SaveQuests();
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SaveController.GetComponent<SaveController>().SaveInventory();
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// 2. Change scene
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SceneManager.LoadScene(this.SceneName);
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}
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@ -33,16 +33,32 @@ public class InventoryManager : BaseWarehouseController
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}
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}
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public void AddToInventory(EquippableItem pickable)
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public int AddToInventory(EquippableItem pickable)
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{
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if(this._items.Count <= MAX_ITEMS)
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{
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this._items[this._items.Count] = pickable;
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}else {
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Debug.Log("Cent add - Inventory is full");
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for(int slotNumber=0; slotNumber<MAX_ITEMS; slotNumber++)
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{
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if(!this._items.ContainsKey(slotNumber))
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{
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this._items[slotNumber] = pickable;
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return slotNumber;
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}
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}
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}
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return -1;
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}
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///<summary>
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/// Function for placed item in inventory on SPECYFIC position
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/// Used by SceneInventoryManager for load saved items on their positions
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///</summary>
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public void SetupItemInInventory(int key, EquippableItem pickable)
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{
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this._items[key] = pickable;
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}
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protected override void SetupPanel()
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{
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@ -39,7 +39,8 @@ public class PickableController : MonoBehaviour
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{
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if (Input.GetKeyDown(KeyCode.E))
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{
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InventoryManager.Instance.AddToInventory(this.item);
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if(InventoryManager.Instance.AddToInventory(this.item) >= 0)
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{
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isPicked = 1;
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//PlayerPrefs.SetInt(name, isPicked);
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//gameObject.SetActive(false);
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@ -47,6 +48,11 @@ public class PickableController : MonoBehaviour
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SceneEquippableItemManager.Instance.RemoveDynamicItem(item.name); // remove
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Destroy(gameObject);
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}else
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{
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Debug.LogError("Can't pick item - Your inventory is full");
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}
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}
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}
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}
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@ -28,4 +28,9 @@ public class SaveController : MonoBehaviour
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{
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SceneTaskManager.Instance.SaveQuests();
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}
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public void SaveInventory()
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{
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SceneInventoryManager.Instance.SaveInventoryItems();
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}
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}
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8
Assets/Scripts/SceneManager/SaveInventory.meta
Normal file
8
Assets/Scripts/SceneManager/SaveInventory.meta
Normal file
@ -0,0 +1,8 @@
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fileFormatVersion: 2
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guid: 1fdd6687dd658574da87271e9677e290
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folderAsset: yes
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DefaultImporter:
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externalObjects: {}
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userData:
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assetBundleName:
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assetBundleVariant:
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@ -0,0 +1,58 @@
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using System.Collections;
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using System.Collections.Generic;
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using UnityEngine;
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using System.IO;
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using System.Runtime.Serialization.Formatters.Binary;
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public class SaveInventorySystem : MonoBehaviour
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{
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public static void SaveInventoryItemsList(Dictionary<int, EquippableItemPrefarbAsset> equitabbleItemList, string ElementName)
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{
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BinaryFormatter formatter = new BinaryFormatter();
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// todo: add in scene name folder
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string path = SaveSystem.GetSavePath();
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Debug.Log("Saved Inventory at " + path);
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if (!Directory.Exists(path))
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Directory.CreateDirectory(path);
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path += "/" + ElementName + ".fun";
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FileStream stream = new FileStream(path, FileMode.Create);
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Dictionary<int, EquippableItemPrefarbAssetData> data = new Dictionary<int, EquippableItemPrefarbAssetData>();
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foreach(KeyValuePair<int, EquippableItemPrefarbAsset> equitabbleItemEntry in equitabbleItemList)
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{
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data[equitabbleItemEntry.Key] = new EquippableItemPrefarbAssetData(equitabbleItemEntry.Value);
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}
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formatter.Serialize(stream, data);
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stream.Close();
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}
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private static void Save()
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{
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}
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public static Dictionary<int, EquippableItemPrefarbAssetData> LoadInventoryItemsList(string ElementName)
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{
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string path = SaveSystem.GetSavePath() + "/" + ElementName + ".fun";
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if(File.Exists(path))
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{
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BinaryFormatter formatter = new BinaryFormatter();
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FileStream stream = new FileStream(path, FileMode.Open);
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Dictionary<int, EquippableItemPrefarbAssetData> equitabbleItemList = formatter.Deserialize(stream) as Dictionary<int, EquippableItemPrefarbAssetData>;
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stream.Close();
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return equitabbleItemList;
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} else {
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Debug.Log("Save file not found in " + path);
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return null;
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}
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}
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}
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@ -0,0 +1,11 @@
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fileFormatVersion: 2
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guid: 0a7279a76f3009541b3e4b3f71cdddf0
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MonoImporter:
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externalObjects: {}
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serializedVersion: 2
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defaultReferences: []
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executionOrder: 0
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icon: {instanceID: 0}
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userData:
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assetBundleName:
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assetBundleVariant:
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@ -75,10 +75,10 @@ Debug.Log("Saved Quest at " + path);
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BinaryFormatter formatter = new BinaryFormatter();
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FileStream stream = new FileStream(path, FileMode.Open);
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List<Task> equitabbleItemList = formatter.Deserialize(stream) as List<Task>;
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List<Task> questsList = formatter.Deserialize(stream) as List<Task>;
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stream.Close();
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return equitabbleItemList;
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return questsList;
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} else {
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Debug.Log("Save file not found in " + path);
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return null;
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156
Assets/Scripts/SceneManager/SceneInventoryManager.cs
Normal file
156
Assets/Scripts/SceneManager/SceneInventoryManager.cs
Normal file
@ -0,0 +1,156 @@
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using System.Collections;
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using System.Collections.Generic;
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using UnityEngine;
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using UnityEditor;
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using UnityEngine.SceneManagement;
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using System.IO;
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using System.Linq;
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public class SceneInventoryManager : MonoBehaviour
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{
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private const string DYNAMIC_ELEMENT = "/DynamicElements/";
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private const string STATIC_ELEMENT = "/StaticElements/";
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[SerializeField]
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public Dictionary<int, EquippableItemPrefarbAsset> ItemsElements = new Dictionary<int, EquippableItemPrefarbAsset>();
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public bool isNewGame = true;
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public bool isContinued = false;
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public string MapName;
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public string ElementFolderName = "InventoryItem";
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public string ItemsListName = "InventoryItemList";
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public static SceneInventoryManager Instance;
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public void Awake()
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{
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if(Instance == null)
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{
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this.MapName = SceneManager.GetActiveScene().name;
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Instance = this;
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}else if (Instance != this)
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{
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Destroy(gameObject);
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}
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}
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public void Start()
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{
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LoadInventoryItems(); // load user items
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foreach(KeyValuePair<int, EquippableItemPrefarbAsset> ItemsElements in ItemsElements)
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{
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Debug.Log("Content:" + ItemsElements.Value.equippableItem.Name);
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}
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BuildInventoryItems(ItemsElements); // pass them to InventoryManager
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}
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///<summary>
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/// Pass quest to taskManager after load data
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///</summary>
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public void BuildInventoryItems(Dictionary<int, EquippableItemPrefarbAsset> itemsList)
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{
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// pass to InventoryManager singleton
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foreach(KeyValuePair<int, EquippableItemPrefarbAsset> itemEntry in itemsList)
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InventoryManager.Instance.SetupItemInInventory(itemEntry.Key, itemEntry.Value.equippableItem);
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}
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public void RemoveInventoryItems(string _name)
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{
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// 1. Fetch all matched quests - we search by title which shoudl be unique but who know :D
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List<int> itemsList = this.ItemsElements.Where(item => item.Value.name == _name).Select(item => item.Key).ToList();
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// 2. Remove them
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foreach(var item in this.ItemsElements.Where(item => item.Value.name == _name).ToList())
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{
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this.ItemsElements.Remove(item.Key);
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}
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}
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///<summary>
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/// Use TaskManaager list to save user quests - TaskManager.Instance.taskList
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///</summary>
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public void SaveInventoryItems()
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{
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// Case I - if we remember all list
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// 1) if after removed item form DynamicList is empty - remove all file
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// 2) if after removed item form DynamciList there are another one - save updated list again
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if(InventoryManager.Instance._items.Count > 0) {
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// 1. Map From Dictionary<int, Item>' to 'Dictionary<int, EquippableItemPrefarbAsset>'
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Dictionary<int, EquippableItemPrefarbAsset> mappedList = new Dictionary<int, EquippableItemPrefarbAsset>();
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foreach(KeyValuePair<int, Item> itemElement in InventoryManager.Instance._items)
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{
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mappedList[itemElement.Key] = new EquippableItemPrefarbAsset(
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itemElement.Value.Name,
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itemElement.Value.ItemModel.name,
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new Vector3(0,0,0),
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(EquippableItem) itemElement.Value
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);
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}
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// 2. Save Items
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SaveInventorySystem.SaveInventoryItemsList(mappedList, this.ItemsListName);
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} else {
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string _path = SaveSystem.GetSavePath() + "/" + this.ItemsListName + ".fun";
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try
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{
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Debug.Log("File to remove: " + _path);
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if(File.Exists(_path))
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{
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File.Delete(_path);
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}
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}
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catch (IOException ioExp)
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{
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Debug.LogError(ioExp.Message);
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}
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}
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// Case II - if we rememenber object per file
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// 1) remove specyfic file
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//
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// Unfortunatelly we don't use this way of saving items yet :D
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}
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///<summary>
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/// Load quests to local list
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/// Pass this to taskManager in outside method
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///</summary>
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public void LoadInventoryItems()
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{
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this.LoadInventoryItemsList();
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}
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public void LoadInventoryItemsList()
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{
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string path = SaveSystem.GetSavePath();
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if (!Directory.Exists(path)) // if not exists thats mean there was nothing saved yet - nothing to load
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return;
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FileInfo[] fileInfo = new DirectoryInfo(path).GetFiles();
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foreach(FileInfo file in fileInfo)
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{
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if(file.Name != this.ItemsListName + ".fun")
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continue;
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Dictionary<int, EquippableItemPrefarbAssetData> equippableItemsList = SaveInventorySystem.LoadInventoryItemsList(this.ItemsListName);
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// itemEntry.Value.MapDataToEquippableItem() - map data format to object
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// save object
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foreach(KeyValuePair<int, EquippableItemPrefarbAssetData> itemEntry in equippableItemsList)
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{
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InventoryManager.Instance.SetupItemInInventory(itemEntry.Key, itemEntry.Value.MapDataToEquippableItemPrefarbAsset().equippableItem);
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}
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}
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}
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||||
}
|
11
Assets/Scripts/SceneManager/SceneInventoryManager.cs.meta
Normal file
11
Assets/Scripts/SceneManager/SceneInventoryManager.cs.meta
Normal file
@ -0,0 +1,11 @@
|
||||
fileFormatVersion: 2
|
||||
guid: ef71482e4d2df8440a1117e181018706
|
||||
MonoImporter:
|
||||
externalObjects: {}
|
||||
serializedVersion: 2
|
||||
defaultReferences: []
|
||||
executionOrder: 0
|
||||
icon: {instanceID: 0}
|
||||
userData:
|
||||
assetBundleName:
|
||||
assetBundleVariant:
|
@ -62,6 +62,9 @@ public class SceneTaskManager : MonoBehaviour
|
||||
return this.TaskElements.Count - 1;
|
||||
}
|
||||
|
||||
// NIE UŻYWANA !!!
|
||||
// TODO - usuwane mają być elementy z listy tasków z Taskmanagera - pozbyć sie tej listy najepiej tu
|
||||
// TA LISTA SŁUŻY TYLKO DO ODCZYTU Z PLIKÓW I PRZEKAZANIU WARTOŚCI DO MANAGERA - NIR DO KASOWANIA
|
||||
public void RemoveQuest(string _title)
|
||||
{
|
||||
// 1. Fetch all matched quests - we search by title which shoudl be unique but who know :D
|
||||
|
Loading…
Reference in New Issue
Block a user