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using System.Collections;
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using System.Collections.Generic;
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using UnityEngine;
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[System.Serializable]
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public class GameData
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{
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public long lastUpdated;
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public PlayerData player = new PlayerData();
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public List<ShelfData> shelves = new List<ShelfData>();
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// the values defined in this constructor will be the default values
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// the game starts with when there's no data to load
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public GameData()
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{
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}
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}
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@@ -0,0 +1,11 @@
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fileFormatVersion: 2
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guid: 89cbdf7a2dcd8ab40a929072c7493273
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MonoImporter:
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externalObjects: {}
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serializedVersion: 2
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defaultReferences: []
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executionOrder: 0
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icon: {instanceID: 0}
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userData:
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assetBundleName:
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assetBundleVariant:
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@@ -0,0 +1,11 @@
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using System.Collections;
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using System.Collections.Generic;
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using UnityEngine;
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[System.Serializable]
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public class InventoryData
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{
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public int capacity = 0;
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public SerializableDictionary<string, int> items = new SerializableDictionary<string, int>();
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}
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@@ -0,0 +1,11 @@
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fileFormatVersion: 2
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guid: 3bcd40c816f3fb24a8aa90a6438d53a0
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MonoImporter:
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externalObjects: {}
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serializedVersion: 2
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defaultReferences: []
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executionOrder: 0
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icon: {instanceID: 0}
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userData:
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assetBundleName:
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assetBundleVariant:
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@@ -0,0 +1,7 @@
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using System;
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[System.Serializable]
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public class PlayerData
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{
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public InventoryData inventory = new InventoryData();
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}
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@@ -0,0 +1,2 @@
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fileFormatVersion: 2
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guid: ff587676af26ad344af1761388bb9016
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@@ -0,0 +1,11 @@
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using UnityEngine;
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[System.Serializable]
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public class ShelfData
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{
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public string type = "shelf";
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public Vector2 location = Vector2.zero;
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public float angle = 0;
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public InventoryData inventory = new InventoryData();
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}
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@@ -0,0 +1,2 @@
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fileFormatVersion: 2
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guid: e220bc2634b66924c99448f4bd3a824c
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