Added save for inventory, slot and item, changed item generation, fixed luck in calculation

This commit is contained in:
Nicola Sovic
2022-07-04 12:40:24 +02:00
parent dd0251cb3e
commit 22137fffde
7 changed files with 274 additions and 19 deletions

View File

@@ -231,5 +231,81 @@ namespace Assets.Scripts
}
return statBoost;
}
public string saveGame()
{
string result = "";
int counter = 0;
GameObject equip = head;
string slotname = "";
result = result + "\"equipment\": {\r\n";
for (int i = 0; i < 8; i++)
{
switch (i)
{
case 0:
equip = head;
slotname = "head";
break;
case 1:
equip = rightHand;
slotname = "rightHand";
break;
case 2:
equip = leftHand;
slotname = "leftHand";
break;
case 3:
equip = amulet;
slotname = "amulet";
break;
case 4:
equip = feet;
slotname = "feet";
break;
case 5:
equip = shoulders;
slotname = "shoulders";
break;
case 6:
equip = chest;
slotname = "chest";
break;
case 7:
equip = ring;
slotname = "ring";
break;
}
if (equip.GetComponent<InventorySlot>().getEquip() != null)
{
result = result + "\""+slotname+"\": {\r\n";
result = result + equip.GetComponent<InventorySlot>().saveGame();
result = result + "\r\n}";
}
else
{
result = result + "\"" + slotname + "\": \"empty\"";
}
if (i != 7)
{
result = result + ",\r\n";
}
}
result = result + "\r\n},\r\n";
result = result + "\"bags\": {\r\n";
foreach (GameObject slot in slots)
{
result = result + "\"slot" + counter + "\": {\r\n";
result = result + slot.GetComponent<InventorySlot>().saveGame();
result = result + "\r\n}";
if (counter < slots.Length - 1)
{
result = result + ",\r\n";
}
counter++;
}
result = result + "\r\n}";
return result;
}
}
}