Cyber/Assets/Scripts/Entities/SyncBases/Inventory.cs

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using Cyber.Console;
using Cyber.Items;
using Cyber.Networking;
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using Cyber.Networking.Serverside;
using System.Collections.Generic;
using UnityEngine;
using UnityEngine.Networking;
namespace Cyber.Entities.SyncBases {
/// <summary>
/// The Inventory component, used for managing the inventory of a <see cref="Character"/>.
/// </summary>
public class Inventory : SyncBase {
/// <summary>
/// Refrence of the actual <see cref="Drive"/>.
/// </summary>
public Drive Drive;
/// <summary>
/// This entity's <see cref="Items.Equipped"/> <see cref="Item"/>s.
/// </summary>
public Equipped Equipped;
/// <summary>
/// Creates the Inventory-component for a game object.
/// </summary>
public Inventory() {
Drive = new Drive(10f);
Equipped = new Equipped();
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if (Server.IsRunning()) {
Drive.AddItem(ItemDB.Singleton.Get(0));
Drive.AddItem(ItemDB.Singleton.Get(1));
}
}
/// <summary>
/// Generates a checksum for the inventory
/// </summary>
/// <returns>A checksum of the IDs of the items</returns>
public override int GenerateChecksum() {
var Items = Drive.GetItems().ToArray();
int Checksum = 0;
for (int i = 0; i < Items.Length; i++) {
Checksum ^= Items[i].ID;
}
var EquippedItems = Equipped.GetEquippedList().ToArray();
for (int i = 0; i < EquippedItems.Length; i++) {
Checksum ^= EquippedItems[i].ID;
}
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return Checksum;
}
/// <summary>
/// Returns the sync handletype indicating how the inventory should be synced.
/// </summary>
/// <returns></returns>
public override SyncHandletype GetSyncHandletype() {
return new SyncHandletype(true, 10);
}
/// <summary>
/// Deserializes the ID's and creates them in the <see cref="Drive"/>.
/// </summary>
/// <param name="reader"></param>
public override void Deserialize(NetworkReader reader) {
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byte[][] ByteArray = new byte[4][];
ByteArray[0] = reader.ReadBytesAndSize();
ByteArray[1] = reader.ReadBytesAndSize();
ByteArray[2] = reader.ReadBytesAndSize();
ByteArray[3] = reader.ReadBytesAndSize();
int[] IDs = NetworkHelper.DeserializeIntArray(ByteArray);
Drive.Clear();
foreach (int id in IDs) {
Drive.AddItem(ItemDB.Singleton.Get(id));
}
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bool ReceivedSlots = reader.ReadBoolean();
if (!ReceivedSlots) {
Equipped.ClearAllEquipped();
return;
}
byte[] Slots = reader.ReadBytesAndSize();
byte[][] EquippedIdsBytes = new byte[4][];
EquippedIdsBytes[0] = reader.ReadBytesAndSize();
EquippedIdsBytes[1] = reader.ReadBytesAndSize();
EquippedIdsBytes[2] = reader.ReadBytesAndSize();
EquippedIdsBytes[3] = reader.ReadBytesAndSize();
int[] EquippedIds = NetworkHelper.DeserializeIntArray(EquippedIdsBytes);
Equipped.ClearAllEquipped();
for (int i = 0; i < Slots.Length; i++) {
Equipped.SetSlot((EquipSlot) Slots[i], ItemDB.Singleton.Get(EquippedIds[i]));
}
}
/// <summary>
/// Serializes only the <see cref="Drive"/>'s item IDs.
/// </summary>
/// <param name="writer"></param>
public override void Serialize(NetworkWriter writer) {
var Items = Drive.GetItems();
int[] IDs = new int[Items.Count];
for (int i = 0; i < Items.Count; i++) {
IDs[i] = Items[i].ID;
}
byte[][] ByteArray = NetworkHelper.SerializeIntArray(IDs);
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writer.WriteBytesFull(ByteArray[0]);
writer.WriteBytesFull(ByteArray[1]);
writer.WriteBytesFull(ByteArray[2]);
writer.WriteBytesFull(ByteArray[3]);
var slotList = new List<EquipSlot>(Equipped.GetEquippedDict().Keys).ConvertAll(x => (byte) x);
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if (slotList.Count > 0) {
writer.Write(true);
} else {
writer.Write(false);
}
slotList.Sort((a, b) => {
return b - a;
});
var idList = new List<int>();
slotList.ForEach(x => {
idList.Add(Equipped.GetItem((EquipSlot) x).ID);
});
writer.WriteBytesFull(slotList.ToArray());
byte[][] EquippedByteArray = NetworkHelper.SerializeIntArray(idList.ToArray());
writer.WriteBytesFull(EquippedByteArray[0]);
writer.WriteBytesFull(EquippedByteArray[1]);
writer.WriteBytesFull(EquippedByteArray[2]);
writer.WriteBytesFull(EquippedByteArray[3]);
}
}
}