using System.Collections; using System.Collections.Generic; using UnityEngine; using RPGCreationKit; using RPGCreationKit.SaveSystem; namespace RPGCreationKit.SaveSystem { [System.Serializable] public class LootingPointsDictionary : SerializableDictionary<string, LootingPointSaveData> { } /// <summary> /// Represent a single looting point /// </summary> [System.Serializable] public class LootingPointSaveData { public string lootingID; public int ContainerLockLevel; public bool isLocked; public List<ItemInInventory> allItems = new List<ItemInInventory>(); public void RetrieveItemsFromDatabase() { for (int i = 0; i < allItems.Count; i++) allItems[i].item = ItemsDatabase.GetItem(allItems[i].externalItemID); } } /// <summary> /// Represent the collection of all looting points in the game /// </summary> [System.Serializable] public class LootingPointsData { [SerializeField] public LootingPointsDictionary allLootingPoints = new LootingPointsDictionary(); } }