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- using System.Collections;
- using System.Collections.Generic;
- using UnityEngine;
- public static class DataConversion
- {
- public static string ItemsToString(Item[] items)
- {
- string output = "";
- foreach (Item item in items)
- {
- if (item != null)
- {
- output += item.itemID + "/";
- }
- else
- {
- output += " /";
- }
- }
- return output;
- }
- public static Item[]StringToItems(string data)
- {
- Item[] allItems = Resources.LoadAll<Item>("");
- List<Item> items = new List<Item>();
- string[] dataArray = data.Split(char.Parse("/"));
- foreach (string item in dataArray)
- {
- bool foundMatch = false;
- foreach(Item i in allItems)
- {
- if (i.itemID == item)
- {
- items.Add(i);
- foundMatch = true;
- break;
- }
- }
- if (!foundMatch)
- {
- items.Add(null);
- }
- Debug.Log(item);
- }
- return items.ToArray();
- }
- public static string QuestsToString(Quest[] quests)
- {
- string output = "";
- foreach (Quest quest in quests)
- {
- if (quest != null)
- {
- output += quest.questID + ",";
- foreach(QuestTask task in quest.tasks)
- {
- //required item
- //number to collect
- //target character
- //things to kill
- //number to kill
- //target location
- //escort target
- }
- }
- else
- {
- output += " /";
- }
- }
- return output;
- }
- public static Quest[] StringToQuests(string data)
- {
- Quest[] allQuests = Resources.LoadAll<Quest>("");
- List<Quest> quests = new List<Quest>();
- string[] dataArray = data.Split(char.Parse("/"));
- foreach (string quest in dataArray)
- {
- bool foundMatch = false;
- foreach (Quest i in allQuests)
- {
- if (i.questID == quest)
- {
- quests.Add(i);
- foundMatch = true;
- break;
- }
- }
- if (!foundMatch)
- {
- quests.Add(null);
- }
- }
- return quests.ToArray();
- }
- }
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