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Question by Argo2007 · Jun 26, 2019 at 01:49 AM · loadloadinginventorysave datainventory system

Save and load an inventory

Hi everyone, I've already created the inventory and everything works fine. Now I should implement the saving and loading of the inventory (on file). However, I find myself stuck on how to proceed. Would you have any advice for me? Below is the inventory code.

 public class Inventory2 : MonoBehaviour
 {
     public bool inventoryEnabled;
     public GameObject inventory, slotHolder;
     private Transform[] slot;
     public int level;
 
     void Start()
     {
         level = SceneManager.GetActiveScene().buildIndex;
         GetAllSlots();        
     }   
     
     void Update()
     {
         if (Input.GetAxis("Inventory") != 0)
         {
             inventoryEnabled = !inventoryEnabled;
         }
 
         if(inventoryEnabled)
         {
             inventory.SetActive(true);
         }
         else
         {
             inventory.SetActive(false);
         }
     }
 
     public void OnTriggerEnter(Collider other)
     {
         if (other.tag == "Clues")
         {            
             AddClue(other.GetComponent<Clue2>());            
         }
     }
     public void AddClue(Clue2 clue)
     {
         Text description = clue.GetComponent<Text>();
 
         for (int i = 0; i < 2; i++)
         {
             if(slot[i].GetComponent<Slot2>().empty == true && clue.pickedUp == false)
             {
                 slot[i].GetComponent<Slot2>().clue = clue;
                 slot[i].GetComponent<Slot2>().descriptionFinal = description;
                 slot[i].GetComponent<Slot2>().empty = false;
                 clue.GetComponent<Clue2>().pickedUp = true;
             }
         }
     }
 
     public void GetAllSlots()
     {
         slot = new Transform[Clue2.objects];
 
         for(int i = 0; i < Clue2.objects; i++)
         {
             slot[i] = slotHolder.transform.GetChild(i);
             slot[i].GetComponent<Slot2>().empty = true;
         }
     }
 }

 public class Slot2 : MonoBehaviour
 {
     public Clue2 clue;
     public bool empty;
     public Text descriptionFirst, descriptionFinal;
 
     void Awake()
     {
         
     }
 
     void Update()
     {
         if (clue)
         {
             this.GetComponentInChildren<Text>().text = descriptionFinal.text;
         }
         else
         {
             this.GetComponentInChildren<Text>().text = descriptionFirst.text;
             empty = true;
         }
     }
 }

 public class Clue2 : MonoBehaviour
 {
     public static int objects = 0;
     public static int objectsCollected = 0;
     public Text description;
     public bool pickedUp;
 
     public GameObject cluePopUpPanel, canvasCluesPanel;
     public Canvas canvasHUD;
     public static bool activeClue = false;
 
     void Awake()
     {
         objects++;
     }
     // Start is called before the first frame update
     void Start()
     {
         
     }
 
     // Update is called once per frame
     void Update()
     {
         if (canvasCluesPanel.gameObject.activeSelf == true && Input.GetAxis("PickUp") != 0)
         {
             activeClue = true;
             cluePopUpPanel.gameObject.GetComponent<UnityEngine.UI.Text>().text = description.text;
         }
     }
 
     private void OnTriggerEnter(Collider other)
     {
         if (other.tag == "Player")
         {
             if (canvasCluesPanel.gameObject.activeSelf == false)
             {
                 canvasCluesPanel.gameObject.SetActive(true);                
             }
         }
     }
 
     private void OnTriggerStay(Collider other)
     {
         if (other.tag == "Player" && activeClue == true)
         {
             cluePopUpPanel.gameObject.SetActive(true);
             cluePopUpPanel.GetComponentInChildren<Text>().text = this.GetComponent<Text>().text;
             canvasCluesPanel.gameObject.SetActive(false);
         }
 
         if (other.tag == "Player" && activeClue == false)
         {
             cluePopUpPanel.gameObject.SetActive(false);
             canvasCluesPanel.gameObject.SetActive(true);
         }        
     }
 
     private void OnTriggerExit(Collider other)
     {
         if (other.tag == "Player" && activeClue == true)
         {
             cluePopUpPanel.gameObject.SetActive(false);
             canvasCluesPanel.gameObject.SetActive(false);
             activeClue = false;
             if(objectsCollected < objects)
             {
                 objectsCollected++;
             }
         }
         else
         {
             cluePopUpPanel.gameObject.SetActive(false);
             canvasCluesPanel.gameObject.SetActive(false);
             activeClue = false;
         }
         
         canvasHUD.gameObject.SetActive(true);
     }
 }


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