using Cyber.Items; using Cyber.Networking; using UnityEngine; using UnityEngine.Networking; namespace Cyber.Entities.SyncBases { /// /// The Inventory component, used for managing the inventory of a . /// public class Inventory : SyncBase { /// /// Refrence of the actual . /// public Drive Drive; /// /// Creates the Inventory-component for a game object. /// public Inventory() { Drive = new Drive(10f); Drive.AddItem(ItemDB.Singleton.Get(0)); Drive.AddItem(ItemDB.Singleton.Get(1)); } /// /// Returns the sync handletype indicating how the inventory should be synced. /// /// public override SyncHandletype GetSyncHandletype() { return new SyncHandletype(true, 10); } /// /// Deserializes the ID's and creates them in the . /// /// public override void Deserialize(NetworkReader reader) { 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)); } } /// /// Serializes only the 's item IDs. /// /// 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); writer.WriteBytesFull(ByteArray[0]); writer.WriteBytesFull(ByteArray[1]); writer.WriteBytesFull(ByteArray[2]); writer.WriteBytesFull(ByteArray[3]); } } }