using UnityEngine; using System.Collections; using System.Collections.Generic; namespace Fungus { // Manages the global state information for the game // This is implemented as a separate class to support saving and loading game state easily. public class GameState { protected Dictionary flags = new Dictionary(); protected Dictionary counters = new Dictionary(); protected Dictionary inventory = new Dictionary(); public GameState DeepClone() { GameState clone = new GameState(); foreach (string key in flags.Keys) clone.flags[key] = flags[key]; foreach (string key in counters.Keys) clone.counters[key] = counters[key]; foreach (string key in inventory.Keys) clone.inventory[key] = inventory[key]; return clone; } public void ClearFlags() { flags.Clear(); } public bool GetFlag(string key) { if (flags.ContainsKey(key)) { return flags[key]; } return false; } public void SetFlag(string key, bool value) { flags[key] = value; } public void ClearCounters() { counters.Clear(); } public int GetCounter(string key) { if (counters.ContainsKey(key)) { return counters[key]; } return 0; } public void SetCounter(string key, int value) { counters[key] = value; } public void ClearInventory() { inventory.Clear(); } public int GetInventory(string key) { if (inventory.ContainsKey(key)) { return inventory[key]; } return 0; } public void SetInventory(string key, int value) { inventory[key] = value; } } }