using System.Collections; using System.Collections.Generic; using UnityEditor; using UnityEngine; [System.Serializable] public class InventoryData { public int[] inventoryItems; public InventoryData() { inventoryItems = new int[GameConstants.Sizes.TotalInventorySlots]; for (int i = 0; i < inventoryItems.Length; i++) { inventoryItems[i] = -1; } } public InventoryData(int[] inventoryItems) { this.inventoryItems = new int[GameConstants.Sizes.TotalInventorySlots]; for (int i = 0; i < inventoryItems.Length; i++) { this.inventoryItems[i] = inventoryItems[i]; } } } [System.Serializable] public class InventoryInstanceData { [SerializeReference] public ItemInstance[] inventoryItems; public InventoryInstanceData() { inventoryItems = new ItemInstance[GameConstants.Sizes.TotalInventorySlots]; for (int i = 0; i < inventoryItems.Length; i++) { inventoryItems[i] = null; } } public InventoryInstanceData(ItemInstance[] inventoryItems) { this.inventoryItems = new ItemInstance[GameConstants.Sizes.TotalInventorySlots]; for (int i = 0; i < inventoryItems.Length; i++) { this.inventoryItems[i] = inventoryItems[i]; //this.inventoryItems[i].Icon = SpriteIndexer.Instance.Sprites[this.inventoryItems[i].spriteIndex]; //this.inventoryItems[i].Icon = SpriteIndexer.Instance.GetSpriteByName(this.inventoryItems[i].spriteName); } } }