91 lines
3.0 KiB
C#
91 lines
3.0 KiB
C#
|
|
using Cyber.Console;
|
|
using Cyber.Items;
|
|
using Cyber.Networking;
|
|
using Cyber.Networking.Serverside;
|
|
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>
|
|
/// Creates the Inventory-component for a game object.
|
|
/// </summary>
|
|
public Inventory() {
|
|
Drive = new Drive(10f);
|
|
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;
|
|
}
|
|
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) {
|
|
Debug.Log("Deserializing inventory!");
|
|
|
|
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));
|
|
}
|
|
}
|
|
|
|
/// <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);
|
|
writer.WriteBytesFull(ByteArray[0]);
|
|
writer.WriteBytesFull(ByteArray[1]);
|
|
writer.WriteBytesFull(ByteArray[2]);
|
|
writer.WriteBytesFull(ByteArray[3]);
|
|
}
|
|
}
|
|
}
|