Basic saving, currently hardcoded to the one "chest" inventory in HomeBase.
Loads when scene name contains "Homebase" and saves when button pressed.
This commit is contained in:
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File diff suppressed because it is too large
Load Diff
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fileFormatVersion: 2
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<<<<<<<< HEAD:Assets/Project Files/Scripts/Helar/Items.meta
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========
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guid: 1e00d72d45b494a4ea598ff34d46a589
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>>>>>>>> origin/joonasp_Milestone2:Assets/Project Files/Prefabs/JoonasP/EssenceNode.prefab.meta
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private void GripActionPerformed(InputAction.CallbackContext obj)
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{
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//Debug.Log("grip");
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using System;
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using System.Collections;
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using System.Collections.Generic;
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using System.IO;
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using System.Linq;
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using UnityEngine;
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using UnityEngine.SceneManagement;
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[Serializable]
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public class Inventory : MonoBehaviour
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{
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//perhaps use these additional slots for holsters attached to the player?
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public List<InventorySlot> additionalSlots;
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public GameObject itemContainerPrefab;
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private List<InventorySlot> _inventorySlots;
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private void Awake()
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{
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_inventorySlots = new List<InventorySlot>();
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@@ -20,10 +25,15 @@ public class Inventory : MonoBehaviour
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inventorySlot.SetParentInventory(this);
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_inventorySlots.Add(inventorySlot);
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}
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|
||||
Debug.Log(_inventorySlots.Count);
|
||||
}
|
||||
|
||||
private void OnEnable()
|
||||
{
|
||||
SceneManager.sceneLoaded += OnSceneLoaded;
|
||||
|
||||
|
||||
var inventorySlotsInChildren = GetComponentsInChildren<InventorySlot>();
|
||||
foreach (var inventorySlot in inventorySlotsInChildren)
|
||||
{
|
||||
@@ -32,6 +42,12 @@ public class Inventory : MonoBehaviour
|
||||
}
|
||||
}
|
||||
|
||||
private void OnDisable()
|
||||
{
|
||||
SceneManager.sceneLoaded -= OnSceneLoaded;
|
||||
}
|
||||
|
||||
|
||||
public bool AddItem(ItemData item)
|
||||
{
|
||||
if (item.canStack)
|
||||
@@ -39,16 +55,17 @@ public class Inventory : MonoBehaviour
|
||||
return AddItem(ConvertToInventoryItem(item));
|
||||
}
|
||||
|
||||
return AddToFirstOpenSlot(item.gameObject);
|
||||
return AddToFirstOpenSlot(item.prefab.gameObject);
|
||||
}
|
||||
|
||||
public bool AddItem(InventoryItem item)
|
||||
{
|
||||
|
||||
//Stacks the item if it already exists in the inventory.
|
||||
foreach (var inventorySlot in _inventorySlots.Where(inventorySlot =>
|
||||
inventorySlot.ContainsItem(item.GetItemid())))
|
||||
{
|
||||
inventorySlot.GetItem().ChangeCount(item.Count);
|
||||
inventorySlot.GetItem().ChangeCount(item.saveData.count);
|
||||
return true;
|
||||
}
|
||||
|
||||
@@ -67,11 +84,91 @@ public class Inventory : MonoBehaviour
|
||||
return false;
|
||||
}
|
||||
|
||||
private void AddToSpecificSlot(GameObject item, int slot)
|
||||
{
|
||||
_inventorySlots[slot].AssignItem(item);
|
||||
}
|
||||
|
||||
private InventoryItem ConvertToInventoryItem(ItemData item)
|
||||
{
|
||||
var inventoryItem = Instantiate(itemContainerPrefab, transform);
|
||||
itemContainerPrefab.GetComponent<InventoryItem>().itemPrefab = item.gameObject;
|
||||
itemContainerPrefab.GetComponent<InventoryItem>().itemPrefab = item.prefab.gameObject;
|
||||
|
||||
return inventoryItem.gameObject.GetComponent<InventoryItem>();
|
||||
}
|
||||
|
||||
|
||||
public void SaveInventory()
|
||||
{
|
||||
inventorySaveData.inventoryContents.Clear();
|
||||
foreach (var inventoryItem in _inventorySlots.Select(inventorySlot => inventorySlot.GetItem()))
|
||||
{
|
||||
//adds an itemsavedata to the list if it exists or an empty one if it doesnt
|
||||
inventorySaveData.inventoryContents.Add(inventoryItem != null
|
||||
? inventoryItem.saveData
|
||||
: new ItemSaveData());
|
||||
}
|
||||
|
||||
var json = JsonUtility.ToJson(inventorySaveData);
|
||||
Debug.Log(json);
|
||||
using var sw = new StreamWriter(Path.Combine(Application.persistentDataPath, "invSave.dat"));
|
||||
sw.Write(json);
|
||||
|
||||
|
||||
Debug.Log("Inv data saved!");
|
||||
}
|
||||
|
||||
public IEnumerator LoadInventory()
|
||||
{
|
||||
//Wait for 1 second after loading the scene to prevent missing prefabs. (1 second delay might also break something in the future)
|
||||
|
||||
yield return new WaitForSeconds(1);
|
||||
//todo make this modular, currently only supports one inventory, although the slots can be anywhere.
|
||||
if (File.Exists(Path.Combine(Application.persistentDataPath, "invSave.dat")))
|
||||
{
|
||||
var saveData = JsonUtility.FromJson<InventorySaveData>(File.ReadAllText(Path.Combine(Application.persistentDataPath, "invSave.dat")));
|
||||
Debug.Log(saveData);
|
||||
Debug.Log("Inv data loaded! total "+saveData.inventoryContents.Count);
|
||||
|
||||
|
||||
for (var i = 0; i < saveData.inventoryContents.Count; i++)
|
||||
{
|
||||
//prevents overwriting inventory slots when there is something already in there.
|
||||
//if (_inventorySlots[i]._itemInSlot != null) continue;
|
||||
|
||||
var data = saveData.inventoryContents[i];
|
||||
|
||||
//if there isnt an item in the slot the count is 0
|
||||
Debug.Log(data.assetPath + " "+data.count);
|
||||
if (data.count == 0) continue;
|
||||
|
||||
//Loads the prefab from resources folder
|
||||
var load = Resources.Load(data.assetPath, typeof(GameObject)) as GameObject;
|
||||
if (load == null)
|
||||
{
|
||||
Debug.LogError("Didn't find a prefab at " + data.assetPath);
|
||||
yield break;
|
||||
}
|
||||
|
||||
|
||||
|
||||
Debug.Log(load);
|
||||
AddToSpecificSlot(load, i);
|
||||
|
||||
//sets the count after the item has been converted into inventoryitem
|
||||
if (load.GetComponent<ItemData>().canStack) _inventorySlots[i]._itemInSlot.GetComponent<InventoryItem>().saveData.count = data.count;
|
||||
}
|
||||
}
|
||||
else
|
||||
Debug.LogError("There is no save data!");
|
||||
}
|
||||
|
||||
|
||||
void OnSceneLoaded(Scene scene, LoadSceneMode mode)
|
||||
{
|
||||
Debug.Log("OnSceneLoaded: " + scene.name);
|
||||
|
||||
//primitive check to only load the inventory when you are in the home scene.
|
||||
if (scene.name.Contains("Homebase")) StartCoroutine(LoadInventory());
|
||||
}
|
||||
}
|
||||
@@ -4,16 +4,14 @@ using System.Collections.Generic;
|
||||
using UnityEngine;
|
||||
using UnityEngine.XR.Interaction.Toolkit;
|
||||
|
||||
[Serializable]
|
||||
[RequireComponent(typeof(XRSocketInteractor))]
|
||||
public class InventorySlot : MonoBehaviour
|
||||
{
|
||||
private XRSocketInteractor xrSocketInteractor;
|
||||
|
||||
private GameObject _itemInSlot;
|
||||
public GameObject _itemInSlot;
|
||||
|
||||
private Inventory _parentInventory;
|
||||
|
||||
private void Awake()
|
||||
{
|
||||
xrSocketInteractor = GetComponent<XRSocketInteractor>();
|
||||
@@ -35,6 +33,7 @@ public class InventorySlot : MonoBehaviour
|
||||
if (_itemInSlot.GetComponent<InventoryItem>() == null) return;
|
||||
if (_itemInSlot == args.interactableObject.transform.gameObject) return;
|
||||
|
||||
|
||||
//Debug.Log("hoverenter "+args.interactableObject + " " + xrSocketInteractor.hasHover + " " + xrSocketInteractor.hasSelection);
|
||||
|
||||
var newItem = args.interactableObject.transform.gameObject;
|
||||
@@ -47,7 +46,7 @@ public class InventorySlot : MonoBehaviour
|
||||
|
||||
if (inventoryItem != null)
|
||||
{
|
||||
_itemInSlot.GetComponent<InventoryItem>().ChangeCount(inventoryItem.Count);
|
||||
_itemInSlot.GetComponent<InventoryItem>().ChangeCount(inventoryItem.saveData.count);
|
||||
}
|
||||
else
|
||||
{
|
||||
@@ -70,11 +69,13 @@ public class InventorySlot : MonoBehaviour
|
||||
private void SelectEnter(SelectEnterEventArgs args)
|
||||
{
|
||||
Debug.Log("Added to slot item " + _itemInSlot);
|
||||
|
||||
var newItem = args.interactableObject.transform.gameObject;
|
||||
|
||||
|
||||
//todo: fix ones that cant stack
|
||||
|
||||
//Converts the item into a inventory item
|
||||
if (newItem.GetComponent<InventoryItem>() == null && newItem.GetComponent<ItemData>().canStack)
|
||||
if (newItem.GetComponent<InventoryItem>() == null)
|
||||
{
|
||||
|
||||
var load = Resources.Load("Helar/Item", typeof(GameObject)) as GameObject;
|
||||
@@ -101,12 +102,39 @@ public class InventorySlot : MonoBehaviour
|
||||
|
||||
|
||||
_itemInSlot = instance;
|
||||
|
||||
//_parentInventory.AddItem(instance.GetComponent<InventoryItem>());
|
||||
|
||||
return;
|
||||
}
|
||||
|
||||
_itemInSlot = newItem;
|
||||
|
||||
//_parentInventory.AddItem(newItem.GetComponentInChildren<ItemData>());
|
||||
//xrSocketInteractor.attachTransform = _itemInSlot.transform;
|
||||
Debug.Log("Holstered item" + _itemInSlot.GetComponentInChildren<ItemData>());
|
||||
|
||||
}
|
||||
|
||||
private GameObject ConvertItem(GameObject item)
|
||||
{
|
||||
//load container object
|
||||
var load = Resources.Load("Helar/Item", typeof(GameObject)) as GameObject;
|
||||
//instantiate the container object
|
||||
var instance = Instantiate(load, transform);
|
||||
|
||||
//load the container with the item to convert
|
||||
instance.GetComponent<InventoryItem>().itemPrefab = item.gameObject;
|
||||
|
||||
//set the position and scale so it fits in the container
|
||||
instance.transform.localScale = Vector3.one;
|
||||
instance.transform.localPosition = Vector3.zero;
|
||||
instance.transform.rotation = Quaternion.identity;
|
||||
|
||||
//enable the itemcontainer (more logic in InventoryItem OnEnable() method)
|
||||
instance.GetComponent<InventoryItem>().enabled = true;
|
||||
|
||||
return instance;
|
||||
}
|
||||
|
||||
private void ManagerOninteractableUnregistered(InteractableUnregisteredEventArgs obj)
|
||||
@@ -126,12 +154,14 @@ public class InventorySlot : MonoBehaviour
|
||||
component.drag = 0.5f;
|
||||
|
||||
if (!_itemInSlot.GetComponentInChildren<ItemData>().canStack ||
|
||||
_itemInSlot.GetComponent<InventoryItem>().Count == 1)
|
||||
_itemInSlot.GetComponent<InventoryItem>().saveData.count == 1)
|
||||
{
|
||||
//todo change back to regular item
|
||||
//_itemInSlot.GetComponent<InventoryItem>().PopItem();
|
||||
//var transformGameObject = _itemInSlot.GetComponentInChildren<ItemData>().transform.gameObject;
|
||||
//Debug.Log(transformGameObject);
|
||||
//args.interactableObject = transformGameObject.GetComponent<XRGrabInteractable>();
|
||||
//todo change back to regular item
|
||||
|
||||
}
|
||||
Debug.Log("Removed from slot item " + _itemInSlot);
|
||||
_itemInSlot = null;
|
||||
@@ -160,11 +190,20 @@ public class InventorySlot : MonoBehaviour
|
||||
|
||||
public void AssignItem(GameObject newObject)
|
||||
{
|
||||
_itemInSlot = newObject;
|
||||
if (newObject.GetComponent<InventoryItem>() == null)
|
||||
{
|
||||
_itemInSlot = ConvertItem(newObject);
|
||||
}
|
||||
else
|
||||
{
|
||||
_itemInSlot = newObject;
|
||||
}
|
||||
}
|
||||
|
||||
public InventoryItem GetItem()
|
||||
{
|
||||
if (_itemInSlot == null) return null;
|
||||
|
||||
var inventoryItem = _itemInSlot.GetComponent<InventoryItem>();
|
||||
if (inventoryItem == null) Debug.LogError("Item in slot doesn't have InventoryItem component");
|
||||
return inventoryItem;
|
||||
|
||||
@@ -9,7 +9,7 @@ public class ItemSpawner : MonoBehaviour
|
||||
public GameObject placeToSpawn;
|
||||
public void SpawnItem()
|
||||
{
|
||||
Debug.Log("Spawned " + objectToSpawn);
|
||||
Instantiate(objectToSpawn, placeToSpawn.transform);
|
||||
Debug.Log("Spawned " + objectToSpawn);
|
||||
}
|
||||
}
|
||||
|
||||
@@ -3,7 +3,6 @@ using System.Collections;
|
||||
using System.Collections.Generic;
|
||||
using TMPro;
|
||||
using Unity.Mathematics;
|
||||
using Unity.VisualScripting;
|
||||
using UnityEngine;
|
||||
using UnityEngine.XR.Interaction.Toolkit;
|
||||
|
||||
@@ -13,15 +12,13 @@ public class InventoryItem : MonoBehaviour
|
||||
|
||||
public GameObject itemPrefab;
|
||||
|
||||
private int _itemId;
|
||||
|
||||
private GameObject _childPrefab;
|
||||
|
||||
public int Count { get; private set; }
|
||||
private TMP_Text itemCounterText;
|
||||
|
||||
public TMP_Text itemCounterText;
|
||||
private ItemData itemData;
|
||||
|
||||
private ItemData _itemData;
|
||||
public ItemSaveData saveData;
|
||||
|
||||
|
||||
private void OnEnable()
|
||||
@@ -37,13 +34,15 @@ public class InventoryItem : MonoBehaviour
|
||||
|
||||
if (itemCounterText == null) itemCounterText = GetComponentInChildren<TMP_Text>();
|
||||
|
||||
_childPrefab = GetComponentInChildren<ItemData>()?.gameObject;
|
||||
_childPrefab = GetComponentInChildren<ItemData>()?.prefab.gameObject;
|
||||
//Only attaches the prefab if it doesn't already have one ([ExecuteAlways] causes one to be spawned in editor).
|
||||
if (_childPrefab != null) return;
|
||||
|
||||
_childPrefab = Instantiate(itemPrefab, transform);
|
||||
_childPrefab.transform.localPosition = new Vector3(0, -0.45f, 0);
|
||||
_childPrefab.transform.localScale = new Vector3(2, 2, 2);
|
||||
|
||||
//todo switch to multiply instead so items with non 1,1,1 scale will retain their proportions
|
||||
_childPrefab.transform.localPosition = GetComponentInChildren<ItemData>().positionInContainer;
|
||||
_childPrefab.transform.localScale = GetComponentInChildren<ItemData>().scaleInContainer;
|
||||
_childPrefab.transform.rotation = quaternion.identity;
|
||||
|
||||
//Disable prefab components that arent relevant.
|
||||
@@ -59,24 +58,29 @@ public class InventoryItem : MonoBehaviour
|
||||
|
||||
var xrGrabInteractableComponent = _childPrefab.GetComponent<XRGrabInteractable>();
|
||||
if (xrGrabInteractableComponent != null) xrGrabInteractableComponent.enabled = false;
|
||||
|
||||
|
||||
|
||||
}
|
||||
|
||||
private void Start()
|
||||
{
|
||||
_itemData = _childPrefab.GetComponent<ItemData>();
|
||||
itemData = _childPrefab.GetComponent<ItemData>();
|
||||
|
||||
if (_itemData == null) Debug.LogError("Item prefab has no attached ItemData", _childPrefab);
|
||||
|
||||
|
||||
_itemId = _itemData.itemId;
|
||||
if (Count == 0) Count = 1;
|
||||
if (itemData == null) Debug.LogError("Item prefab has no attached ItemData", _childPrefab);
|
||||
|
||||
Debug.Log(saveData);
|
||||
if (string.IsNullOrEmpty(saveData.assetPath))
|
||||
{
|
||||
saveData.assetPath = itemData.assetLocation;
|
||||
saveData.count = saveData.count == 0 ? 1 : saveData.count;
|
||||
}
|
||||
UpdateText();
|
||||
}
|
||||
|
||||
private void UpdateText()
|
||||
{
|
||||
itemCounterText.text = _itemData.canStack ? Count.ToString() : "";
|
||||
itemCounterText.text = itemData.canStack ? saveData.count.ToString() : "";
|
||||
}
|
||||
|
||||
/**
|
||||
@@ -85,11 +89,11 @@ public class InventoryItem : MonoBehaviour
|
||||
*/
|
||||
public bool ChangeCount(int amount)
|
||||
{
|
||||
if (Count + amount < 0) return false;
|
||||
if (saveData.count + amount < 0) return false;
|
||||
|
||||
Count += amount;
|
||||
saveData.count += amount;
|
||||
|
||||
if (Count == 0)
|
||||
if (saveData.count == 0)
|
||||
{
|
||||
//Destroys this gameobject if the count is 0 or lower
|
||||
Destroy(gameObject);
|
||||
@@ -103,10 +107,11 @@ public class InventoryItem : MonoBehaviour
|
||||
|
||||
public void PopItem()
|
||||
{
|
||||
GameObject item = Instantiate(_itemData.prefab, transform.position + transform.forward, Quaternion.identity);
|
||||
GameObject item = Instantiate(itemData.prefab, transform.position + transform.forward, Quaternion.identity);
|
||||
|
||||
|
||||
item.transform.localScale = Vector3.one;
|
||||
item.transform.name = _itemData.name;
|
||||
item.transform.name = itemData.itemName;
|
||||
|
||||
var colliderComponent = item.GetComponent<Collider>();
|
||||
if (colliderComponent != null) colliderComponent.enabled = true;
|
||||
@@ -127,13 +132,13 @@ public class InventoryItem : MonoBehaviour
|
||||
|
||||
public int GetItemid()
|
||||
{
|
||||
return _itemId;
|
||||
return itemData.itemId;;
|
||||
}
|
||||
|
||||
|
||||
|
||||
public override string ToString()
|
||||
{
|
||||
return $"{base.ToString()}, Count: {Count}, ItemData: {_itemData}";
|
||||
return $"{base.ToString()}, Count: {saveData.count}, ItemData: {itemData}";
|
||||
}
|
||||
}
|
||||
|
||||
@@ -0,0 +1,10 @@
|
||||
using System;
|
||||
using System.Collections;
|
||||
using System.Collections.Generic;
|
||||
using UnityEngine;
|
||||
|
||||
[Serializable]
|
||||
public class InventorySaveData
|
||||
{
|
||||
public List<ItemSaveData> inventoryContents;
|
||||
}
|
||||
@@ -0,0 +1,11 @@
|
||||
fileFormatVersion: 2
|
||||
guid: e60ec35305ed0b94099d18a09b488310
|
||||
MonoImporter:
|
||||
externalObjects: {}
|
||||
serializedVersion: 2
|
||||
defaultReferences: []
|
||||
executionOrder: 0
|
||||
icon: {instanceID: 0}
|
||||
userData:
|
||||
assetBundleName:
|
||||
assetBundleVariant:
|
||||
@@ -1,16 +1,44 @@
|
||||
using System;
|
||||
using System.Collections;
|
||||
using System.Collections.Generic;
|
||||
using UnityEditor;
|
||||
using UnityEditor.SceneManagement;
|
||||
using UnityEngine;
|
||||
|
||||
[Serializable]
|
||||
public class ItemData : MonoBehaviour
|
||||
{
|
||||
[Tooltip("Location is populated automatically")]
|
||||
public string assetLocation;
|
||||
public int itemId;
|
||||
public bool canStack;
|
||||
public string itemName;
|
||||
public string itemDescription;
|
||||
public GameObject prefab;
|
||||
public Vector3 scaleInContainer;
|
||||
public Vector3 positionInContainer;
|
||||
|
||||
private void OnValidate()
|
||||
{
|
||||
if (!string.IsNullOrEmpty(AssetDatabase.GetAssetPath(prefab))) assetLocation = AssetDatabase.GetAssetPath(prefab);
|
||||
|
||||
AdjustPath();
|
||||
}
|
||||
|
||||
private void AdjustPath()
|
||||
{
|
||||
//trims the location for use with Resources.Load later
|
||||
if (assetLocation.StartsWith("Assets/Resources/"))
|
||||
assetLocation = assetLocation[17 .. ^7];
|
||||
else if (!string.IsNullOrEmpty(assetLocation))
|
||||
if (assetLocation.StartsWith("Assets"))
|
||||
{
|
||||
Debug.LogError(itemName +
|
||||
": item with this script should be placed in the Assets/Resources/ folder. Currently: " +
|
||||
assetLocation);
|
||||
}
|
||||
|
||||
}
|
||||
|
||||
public override string ToString()
|
||||
{
|
||||
|
||||
12
Assets/Project Files/Scripts/Helar/Items/ItemSaveData.cs
Normal file
12
Assets/Project Files/Scripts/Helar/Items/ItemSaveData.cs
Normal file
@@ -0,0 +1,12 @@
|
||||
using System;
|
||||
using System.Collections;
|
||||
using System.Collections.Generic;
|
||||
using UnityEngine;
|
||||
|
||||
[Serializable]
|
||||
public class ItemSaveData
|
||||
{
|
||||
public string assetPath;
|
||||
public int count;
|
||||
|
||||
}
|
||||
@@ -0,0 +1,11 @@
|
||||
fileFormatVersion: 2
|
||||
guid: 2e553150cec08514e9aacc82fe8da007
|
||||
MonoImporter:
|
||||
externalObjects: {}
|
||||
serializedVersion: 2
|
||||
defaultReferences: []
|
||||
executionOrder: 0
|
||||
icon: {instanceID: 0}
|
||||
userData:
|
||||
assetBundleName:
|
||||
assetBundleVariant:
|
||||
Reference in New Issue
Block a user