using System.Collections; using System.Collections.Generic; using UnityEngine; using RPGCreationKit; namespace RPGCreationKit.SaveSystem { [System.Serializable] public class DoorsDataDictionary : SerializableDictionary { } [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() { } } /// /// Contains all the doors and their state (opened/closed/locked/unlocked) /// [System.Serializable] public class DoorsData { [SerializeField] public DoorsDataDictionary allDoors = new DoorsDataDictionary(); } }