five hundred million if statements
This commit is contained in:
parent
9930aba85d
commit
24ab1b213e
5 changed files with 203 additions and 44 deletions
|
|
@ -22,15 +22,80 @@ public class AbilitySceneTransfer : MonoBehaviour
|
|||
[System.Serializable]
|
||||
public class SavedAbility
|
||||
{
|
||||
public enum AbilitySlot {Primary, Secondary, SpellA, SpellB}
|
||||
public AbilitySlot abilitySlot = AbilitySlot.Primary;
|
||||
public string abilityName;
|
||||
public Dictionary<string, int> equippedUpgrades;
|
||||
public Dictionary<string, int> equippedUpgrades = new();
|
||||
}
|
||||
public List<SavedAbility> savedAbilities;
|
||||
public MarisaAbilityHandler abilityHandler;
|
||||
|
||||
[ContextMenu("Save")]
|
||||
public void TestSaving()
|
||||
{
|
||||
int testSlot = 0;
|
||||
foreach (PlayerAbility ability in abilityHandler.abilityInstances)
|
||||
{
|
||||
SaveAbility(ability);
|
||||
savedAbilities[testSlot].abilitySlot = (SavedAbility.AbilitySlot)testSlot;
|
||||
testSlot++;
|
||||
}
|
||||
}
|
||||
[ContextMenu("Load")]
|
||||
public void TestLoading()
|
||||
{
|
||||
LoadAbilities();
|
||||
}
|
||||
public void SaveAbility(PlayerAbility savedAbility)
|
||||
{
|
||||
savedAbilities.Add(new SavedAbility
|
||||
SavedAbility newSavedAbility = new();
|
||||
newSavedAbility.abilityName = savedAbility.abilityName;
|
||||
foreach (AbilityUpgrade upgrade in AbilityManager.instance.allUpgrades)
|
||||
{
|
||||
abilityName = savedAbility.abilityName
|
||||
});
|
||||
int upgradeCount = savedAbility.GetUpgradeCount(upgrade);
|
||||
if (upgradeCount > 0)
|
||||
{
|
||||
newSavedAbility.equippedUpgrades[upgrade.upgradeName] = upgradeCount;
|
||||
}
|
||||
}
|
||||
savedAbilities.Add(newSavedAbility);
|
||||
}
|
||||
|
||||
public void LoadAbilities()
|
||||
{
|
||||
abilityHandler.abilities.Clear();
|
||||
foreach (SavedAbility savedAbility in savedAbilities)
|
||||
{
|
||||
PlayerAbility foundAbility = null;
|
||||
foreach (PlayerAbility ability in AbilityManager.instance.allAbilities)
|
||||
{
|
||||
if (savedAbility.abilityName == ability.abilityName) //shit code
|
||||
{
|
||||
foundAbility = ability;
|
||||
return;
|
||||
}
|
||||
}
|
||||
|
||||
if (!foundAbility)
|
||||
{
|
||||
Debug.LogWarning($"{savedAbility.abilityName} was not found.");
|
||||
}
|
||||
switch (savedAbility.abilitySlot)
|
||||
{
|
||||
case SavedAbility.AbilitySlot.Primary :
|
||||
abilityHandler.abilities[0] = foundAbility;
|
||||
break;
|
||||
case SavedAbility.AbilitySlot.Secondary :
|
||||
abilityHandler.abilities[1] = foundAbility;
|
||||
break;
|
||||
case SavedAbility.AbilitySlot.SpellA :
|
||||
abilityHandler.abilities[2] = foundAbility;
|
||||
break;
|
||||
case SavedAbility.AbilitySlot.SpellB :
|
||||
abilityHandler.abilities[3] = foundAbility;
|
||||
break;
|
||||
}
|
||||
}
|
||||
abilityHandler.SetupAbilities();
|
||||
}
|
||||
}
|
||||
|
|
|
|||
Loading…
Add table
Add a link
Reference in a new issue