Firstborn/Assets/RPG Creation Kit/Scripts/Save System/SaveElements/DoorsData.cs

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using System.Collections;
using System.Collections.Generic;
using UnityEngine;
using RPGCreationKit;
namespace RPGCreationKit.SaveSystem
{
[System.Serializable]
public class DoorsDataDictionary : SerializableDictionary<string, DoorSaveData> { }
[System.Serializable]
public class DoorSaveData
{
public string doorID;
public bool isLocked;
public bool isOpened;
public int doorLockLevel;
public string currentAnimation;
public float currentAnimationTime;
public DoorSaveData(string doorID, bool isLocked, bool isOpened, int doorLockLevel, string currentAnimation, float currentAnimationTime)
{
this.doorID = doorID;
this.isLocked = isLocked;
this.isOpened = isOpened;
this.doorLockLevel = doorLockLevel;
this.currentAnimation = currentAnimation;
this.currentAnimationTime = currentAnimationTime;
}
public DoorSaveData(string doorID, bool isLocked)
{
this.doorID = doorID;
this.isLocked = isLocked;
}
public DoorSaveData(string doorID, bool isLocked, int lockLevel)
{
this.doorID = doorID;
this.doorLockLevel = lockLevel;
}
public DoorSaveData() { }
}
/// <summary>
/// Contains all the doors and their state (opened/closed/locked/unlocked)
/// </summary>
[System.Serializable]
public class DoorsData
{
[SerializeField] public DoorsDataDictionary allDoors = new DoorsDataDictionary();
}
}