improved save/load mechanic.
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@@ -1,3 +1,4 @@
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using Assets.Scripts.InteractableObjects;
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using Newtonsoft.Json.Linq;
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using System.Collections;
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using System.Collections.Generic;
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@@ -49,7 +50,7 @@ public class ContentGenerator : MonoBehaviour
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}
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else if (chance >= 50 && chance < 90)
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{
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if (rand.Next(0,2) == 0)
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if (rand.Next(0, 2) == 0)
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{
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return trees[rand.Next(0, trees.Length)];
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}
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@@ -62,7 +63,7 @@ public class ContentGenerator : MonoBehaviour
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{
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return generateEnemy();
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}
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else if(chance >= 95 && chance < 99)
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else if (chance >= 95 && chance < 99)
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{
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return boss;
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}
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@@ -187,7 +188,7 @@ public class ContentGenerator : MonoBehaviour
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}
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}
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}
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else if(name.ToLower().Contains("tree"))
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else if (name.ToLower().Contains("tree"))
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{
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foreach (GameObject tree in trees)
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{
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@@ -198,10 +199,12 @@ public class ContentGenerator : MonoBehaviour
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}
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}
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}
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else if(name.ToLower().Contains("npc")){
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else if (name.ToLower().Contains("npc"))
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{
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result = npc;
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}
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else if(name.ToLower().Contains("house")){
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else if (name.ToLower().Contains("house"))
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{
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result = house;
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}
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return result;
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@@ -210,51 +213,20 @@ public class ContentGenerator : MonoBehaviour
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public GameObject loadEnemy(JToken json)
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{
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GameObject result = gameObject;
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string name = json["enemyname"].ToString().Replace("(Clone)", "");
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if (name.Split(' ').Length > 1)
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SlimeType slimeType = (SlimeType)System.Enum.Parse(typeof(SlimeType), json["enemytype"].ToString().ToUpper());
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foreach (GameObject enemy in enemies)
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{
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name = name.Split(' ')[1];
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}
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if (name == "(Boss)")
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{
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result = boss;
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}
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else
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{
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switch (name)
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if (enemy.GetComponent<Enemy>().slimeType == slimeType)
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{
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case "Metal":
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name = "SlimeMetalIdle";
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break;
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case "MiniBoss":
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name = "SlimeMiniBossIdle";
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break;
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case "Forest":
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name = "SlimeForestIdle";
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break;
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case "Mage":
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name = "SlimeMageIdle";
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break;
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case "Warrior":
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name = "SlimeWarriorIdle";
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break;
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default:
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name = "SlimeBaseIdle";
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break;
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}
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foreach (GameObject enemy in enemies)
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{
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if (enemy.name == name)
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{
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result = enemy;
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break;
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}
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result = enemy;
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break;
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}
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}
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return result;
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}
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public GameObject generateCityTileContent(){
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public GameObject generateCityTileContent()
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{
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int chance = rand.Next(1, 101);
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if (chance < 10)
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{
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