using System.Collections; using System.Collections.Generic; using UnityEngine; using UnityEngine.UI; public class InventoryMaster : MonoBehaviour { //InventoryMaster remembers everything concerning the player's save data. public static int Day; public Text DayCounter; public static int Money; public Text Wallet; static public int Story; static public string Body; static public int BodyLv; static public int BodyTier; static public GameObject BodyObject; static public IObject BodyData; static public string Launcher; static public int LauncherLv; static public int LauncherTier; static public GameObject LauncherObject; static public IObject LauncherData; static public string Stage1; static public int Stage1Lv; static public int Stage1Tier; static public GameObject Stage1Object; static public IObject Stage1Data; // Start is called before the first frame update void Start() { Day = 1; Launcher = "Basic Ramp"; LauncherLv = 1; LauncherTier = 1; LauncherObject = GameObject.Find("BasicRamp"); Body = "Empty Body"; BodyLv = 1; BodyTier = 1; Stage1 = "Empty Stage"; BodyLv = 1; BodyTier = 1; } // test functions void Refresh () { Launcher = "Basic Ramp"; LauncherLv = 5; LauncherTier = 1; Body = "Basic Glider"; BodyLv = 11; BodyTier = 3; Stage1 = "Basic Rocket"; Stage1Lv = 11; Stage1Tier = 3; } void Reset() { Day = 1; Money = 0; Launcher = "Basic Ramp"; LauncherLv = 1; LauncherTier = 1; Body = "Empty Body"; BodyLv = 0; BodyTier = 0; Stage1 = "Empty Stage"; BodyLv = 0; BodyTier = 0; } public void Instantiate() { LauncherObject = GameObject.Find("Launcher").transform.GetChild(0).gameObject; LauncherData = LauncherObject.GetComponent(); BodyObject = GameObject.Find("Body").transform.GetChild(1).gameObject; BodyData = BodyObject.GetComponent(); Stage1Object = GameObject.Find("Stage").transform.GetChild(0).gameObject; Stage1Data = Stage1Object.GetComponent(); } // Update is called once per frame void Update() { DayCounter.text = "Day " + Day.ToString(); Wallet.text = "$" + Money.ToString(); if (Input.GetKeyDown("f")) { //Refresh(); } if (Input.GetKeyDown("g")) { //Reset(); } } } public interface IObject { void Print(); void Preview(); void PrintLevel(string sender); void Rigging(string sender); void ExportStat(); }