Beispiel #1
0
 public void EraseGame()
 {
     if (ES2.Exists(rootFolder))
     {
         ES2.Delete(rootFolder);
     }
 }
Beispiel #2
0
    private void DisplayFileSpecificMenu()
    {
        EditorGUILayout.BeginHorizontal();

        if (GUILayout.Button("Delete File", EditorStyles.toolbarButton))
        {
            if (EditorUtility.DisplayDialog("Delete this File?", "Are you sure you want to permanently delete this file?", "Delete File", "Cancel"))
            {
                ES2.Delete(currentFilePath);
                Reset();
            }
        }

        string showFileText = "Show in Explorer";

        if (OSFileBrowser.IsInMacOS)
        {
            showFileText = "Show in Finder";
        }

        if (GUILayout.Button(showFileText, EditorStyles.toolbarButton))
        {
            ES2EditorTools.ShowInFileBrowser(currentFilePath);
        }

        if (GUILayout.Button("Refresh File", EditorStyles.toolbarButton))
        {
            OpenFile();
        }

        EditorGUILayout.EndHorizontal();
    }
Beispiel #3
0
 // Use this for initialization
 void Start()
 {
     if (ES2.Exists("highScore"))
     {
         ES2.Delete("highScore");
     }
 }
Beispiel #4
0
        private void Awake()
        {
            if (instance != null)
            {
                Destroy(gameObject);
                return;
            }
            else
            {
                instance = this;
                DontDestroyOnLoad(gameObject);
            }

            if (isTest)
            {
                ES2.Delete(SaveSystem.STAGE);
                ES2.Delete(SaveSystem.SKIN);
            }

            SkinSystem.Init();
            ConfigSystem.Init();
            SaveSystem.Init();
            EventSystem.Init();

            SetGrabvity();

            //Screen.SetResolution(540, 960, false);
        }
Beispiel #5
0
    public void newGame()
    {
        //if we don't have this component
        if (!GetComponent <LevelSelectManager>())
        {
            //loads a specific scene
            #if !EMM_ES2
            PlayerPrefs.SetString("sceneToLoad", newGameSceneName);
            #else
            ES2.Save(newGameSceneName, "sceneToLoad");
            #endif

            //load level via fader
            Fader fader = FindObjectOfType <Fader>();
            fader.FadeIntoLevel("LoadingScreen");
        }
        //open the level select screen
        else
        {
            GetComponent <LevelSelectManager>().openLevelSelect();
        }

        //delete slot id
        #if !EMM_ES2
        PlayerPrefs.DeleteKey("slotLoaded_");
        #else
        ES2.Delete("slotLoaded_");
        #endif
    }
    public void OverWriteSave()
    {
        DataManager DM = GameObject.FindObjectOfType <DataManager>();

        DM.Name    = Name.text;
        DM.hasName = true;
        if (ES2.Exists("InputName"))
        {
            ES2.Save(DM.Name, "InputName");
        }
        if (ES2.Exists("hasName"))
        {
            ES2.Save(DM.hasName, "hasName");
        }
        if (ES2.Exists("U2"))
        {
            ES2.Delete("U2");
        }
        if (ES2.Exists("U3"))
        {
            ES2.Delete("U3");
        }
        if (ES2.Exists("U4"))
        {
            ES2.Delete("U4");
        }
        if (ES2.Exists("U5"))
        {
            ES2.Delete("U5");
        }
        if (ES2.Exists("U6"))
        {
            ES2.Delete("U6");
        }

        if (ES2.Exists("H1"))
        {
            ES2.Delete("H1");
        }
        if (ES2.Exists("H2"))
        {
            ES2.Delete("H2");
        }
        if (ES2.Exists("H3"))
        {
            ES2.Delete("H3");
        }
        if (ES2.Exists("H4"))
        {
            ES2.Delete("H4");
        }
        if (ES2.Exists("H5"))
        {
            ES2.Delete("H5");
        }
        if (ES2.Exists("H6"))
        {
            ES2.Delete("H6");
        }
    }
Beispiel #7
0
 public static void ClearDefaultSaveFolder()
 {
     if (EditorUtility.DisplayDialog("Clear Default Save Folder?", "Are you sure you want to clear the Default Save Folder?\n\nThis will delete everything stored in:\n" + Application.persistentDataPath, "Clear Default Save Folder", "Cancel"))
     {
         ES2.Delete(Application.persistentDataPath + "/");
     }
 }
Beispiel #8
0
    public static void saveToFile <E>(E progress, string fileName, int id, int worldId)
    {
        ES2.Delete(MasterDataManagerBase.getLoadPass(id, worldId, fileName));
        ES2Writer writer = ES2Writer.Create(MasterDataManagerBase.getLoadPassExceptTag(fileName));

        writer.Write <E>(progress, worldId + "" + id);
        writer.Save();
    }
Beispiel #9
0
 /// <summary>
 /// セーブデータをデリートします
 /// </summary>
 /// <param name="name">デリートしたいセーブデータの名前</param>
 public static void delete(string name)
 {
     if (!ES2.Exists(FILE_NAME + ".txt?tag=" + name))
     {
         return;
     }
     ES2.Delete(FILE_NAME + ".txt?tag=" + name);
 }
    void delete()
    {
        //On supprime les sauvegardes de la partie précédente
        if (ES2.Exists("position"))
        {
            ES2.Delete("position");
        }

        if (ES2.Exists("rotation"))
        {
            ES2.Delete("rotation");
        }


        if (ES2.Exists("savedScene"))
        {
            ES2.Delete("savedScene");
        }

        if (ES2.Exists("score"))
        {
            ES2.Delete("score");
        }

        if (ES2.Exists("temps"))
        {
            ES2.Delete("temps");
        }

        if (ES2.Exists("bool"))
        {
            ES2.Delete("bool");
        }

        if (ES2.Exists("trouve"))
        {
            ES2.Delete("trouve");
        }

        if (ES2.Exists("code"))
        {
            ES2.Delete("code");
        }

        sceneCount = UnityEngine.SceneManagement.SceneManager.sceneCountInBuildSettings;
        for (int i = 1; i < sceneCount; i++)
        {
            if (ES2.Exists("scene" + i))
            {
                ES2.Delete("scene" + i);
            }

            if (ES2.Exists("sceneACharger" + i))
            {
                ES2.Delete("sceneACharger" + i);
            }
        }
    }
Beispiel #11
0
 public bool ResetCharacterData()
 {
     if (ES2.Exists("chui/CharacterData"))
     {
         Debug.Log("CharacterData found! This data will delete");
         ES2.Delete("chui/CharacterData");
     }
     return(true);
 }
Beispiel #12
0
        public void DeleteWatchCount(int id)
        {
            string tag = GetWatchCountTag(id);

            if (ES2.Exists(tag))
            {
                ES2.Delete(tag);
            }
        }
Beispiel #13
0
    public bool ResetGlobalData()
    {
        if (ES2.Exists("chui/GlobalData"))
        {
            Debug.Log("GlobalData found! This data will delete");
            ES2.Delete("chui/GlobalData");
        }

        return(true);
    }
Beispiel #14
0
    /// <summary>
    /// This could be optimized by splitting it into multiple functions that only grab and save
    /// data for particular things. It could even be saved as separate files -- "PVEnemyState", etc.
    /// But let's see how slow it is first.
    /// </summary>
    public static void Save()
    {
        ES2.Delete("PVState");

        if (!MainMenu.InGame | Tutorial.TutorialLevel != 0)
        {
            return;
        }

        SavedState ss = new SavedState();

        ss.Level              = GameControl.Level;
        ss.ObstacleLevelType  = ObstacleLibrary.CurrentLevelType;
        ss.ObstacleXPositions = ObstacleXPositions;
        ss.ObstacleYPositions = ObstacleYPositions;
        foreach (GameObject cardGO in gameControl.Hand)
        {
            ss.CardsInHand.Add(cardGO.GetComponent <Card>().ThisLibraryCard);
        }
        ss.CardsInDeck = gameControl.Deck;
        foreach (GameObject cardGO in gameControl.Discard)
        {
            ss.CardsInDiscard.Add(cardGO.GetComponent <Card>().ThisLibraryCard);
        }
        foreach (GameObject enemyGO in gameControl.EnemyObjs)
        {
            Enemy thisEnemy = enemyGO.GetComponent <Enemy>();
            ss.Enemies.Add(thisEnemy.ThisEnemyLibraryCard.Name);
            ss.EnemyHealths.Add(thisEnemy.CurrentHealth);
            ss.EnemyPlays.Add(thisEnemy.CurrentPlays);
            GridUnit enemyGU = enemyGO.GetComponent <GridUnit>();
            ss.EnemyXPositions.Add(enemyGU.xPosition);
            ss.EnemyYPositions.Add(enemyGU.yPosition);
        }
        ss.PlayerPosition = new int[] { player.playerGU.xPosition, player.playerGU.yPosition };
        ss.PlayerHealth   = player.currentHealth;
        ss.PlayerMoves    = gameControl.MovesLeft;
        ss.PlayerPlays    = gameControl.PlaysLeft;
        ss.Dollars        = gameControl.Dollars;
        ss.BleedingTurns  = gameControl.BleedingTurns;
        ss.SwollenTurns   = gameControl.SwollenTurns;
        ss.HungerTurns    = gameControl.HungerTurns;
        ss.TriggerList    = TriggerList;
        ss.Goals          = shopControl.Goals;
        ss.ShopMode       = ShopMode;

        if (ShopMode)
        {
            ss.ShopCardList1 = shopControl.CardsToBuyFrom[0];
            ss.ShopCardList2 = shopControl.CardsToBuyFrom[1];
            ss.ShopCardList3 = shopControl.CardsToBuyFrom[2];
        }

        ES2.Save <SavedState>(ss, "PVState");
    }
    // Start is called before the first frame update
    void Start()
    {
        if (ES2.Load <bool>("jeuLance") == true & ES2.Load <int>("marqueur") == 1)
        {
            if (ES2.Exists("position"))
            {
                ES2.Delete("position");
            }

            if (ES2.Exists("minutes"))
            {
                ES2.Delete("minutes");
            }

            if (ES2.Exists("savedScene"))
            {
                ES2.Delete("savedScene");
            }

            if (ES2.Exists("score"))
            {
                ES2.Delete("score");
            }

            if (ES2.Exists("secondes"))
            {
                ES2.Delete("secondes");
            }

            if (ES2.Exists("Hermes"))
            {
                ES2.Delete("Hermes");
            }

            if (ES2.Exists("Valorissimo"))
            {
                ES2.Delete("Valorissimo");
            }

            if (ES2.Exists("SEngager"))
            {
                ES2.Delete("SEngager");
            }

            this.marqueur += 1;
            ES2.Save(this.marqueur, "marqueur");
        }
        else
        {
            this.CanevasDebut.SetActive(false);
            this.CanevasChoix.SetActive(false);
        }
        Load();
    }
Beispiel #16
0
        public void Delete(string file = null)
        {
            if (file != null)
            {
                this.file = file;
            }

            if (ES2.Exists(this.file))
            {
                ES2.Delete(this.file);
            }
        }
Beispiel #17
0
 ///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
 public static bool DeleteTag(string filename, string tag = "")
 {
     if (ES2.Exists(filename + ".bytes"))
     {
         ES2.Delete(filename + ".bytes" + "?tag=" + tag);
         return(true);
     }
     else
     {
         return(false);
     }
 }
Beispiel #18
0
    public void DeleteAllSaved()
    {
        while (GetSavedGames().Count > 0)
        {
            SavedGame game = GetSavedGames()[0];
            DeleteSaved(game);
        }

        if (ES2.Exists(SavedGameFilename))
        {
            ES2.Delete(SavedGameFilename);
        }
    }
Beispiel #19
0
    public void CheckPath(string path)
    {
        if (pathList.Contains(path))//we only want to handle each path once
        {
            return;
        }
        pathList.Add(path);

        if (ES2.Exists(path))
        {
            ES2.Delete(path);
        }
    }
Beispiel #20
0
    public static void DeleteSaved(string gameID)
    {
        string companyLocation = CompanyManager.GetFilename(gameID);

        if (ES2.Exists(companyLocation))
        {
            ES2.Delete(companyLocation);
        }

        if (SavedGameManager.Instance.IsGameLoaded() && CompanyManager.Instance != null && gameID == SavedGameManager.Instance.CurrentGameID)
        {
            CompanyManager.Instance.DestroyCurrentGameObjects();
        }
    }
    public static void DeleteSaved(string gameID)
    {
        string filename = VenueManager.GetFilename(gameID);

        if (ES2.Exists(filename))
        {
            ES2.Delete(filename);
        }

        if (VenueManager.Instance != null && SavedGameManager.Instance.IsGameLoaded() && gameID == SavedGameManager.Instance.CurrentGameID)
        {
            VenueManager.Instance.DestroyCurrentGameObjects();
        }
    }
Beispiel #22
0
    private void DeleteCurrentTag()
    {
        ES2.Delete(currentFilePath + "?tag=" + currentTag);
        ArrayUtility.Remove(ref tags, currentTag);

        headers.Remove(currentTag);
        currentTag   = null;
        currentIndex = -1;

        // Close file if no tags left in file.
        if (tags.Length == 0)
        {
            Reset();
        }
    }
    public static bool DeleteSaved(string id, string gameID)
    {
        string filename = CompanyManager.GetFilename(gameID) + "?tag=" + id;

        if (ES2.Exists(filename))
        {
            ES2.Delete(filename);
            return(true);
        }
        else
        {
            Debug.LogError(string.Format("Unable to delete company at {0}: No such file found", filename));
            return(false);
        }
    }
Beispiel #24
0
 /// <summary>
 /// Check for database upgrades.
 /// </summary>
 /// <param name="Clear">Empty the database of data.</param>
 public override void ValidateDatabase(bool Clear)
 {
     Start();
     if (Clear)
     {
         ES2.Delete(localDB);
     }
     if (!ES2.Exists(localDB))
     {
         using (ES2Writer writer = ES2Writer.Create(localDB))
         {
             writer.Write("1.0", "version");
             writer.Save();
         }
     }
 } // check for database upgrades
Beispiel #25
0
    ///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
    public static bool DeleteFile(string filename)
    {
        if (ES2.Exists(filename + ".bytes"))
        {
            ES2.Delete(filename + ".bytes");

#if UNITY_EDITOR
            AssetDatabase.Refresh();
#endif

            return(true);
        }
        else
        {
            return(false);
        }
    }
    void RetrieveSceneToLoad()
    {
        //if using Easy Save,
        //Integration will be done automatically

        #if !EMM_ES2
        //retrieve what scene to be loaded
        sceneToLoad = PlayerPrefs.GetString("sceneToLoad");
        //if it's null
        if (sceneToLoad == "")
        {
            sceneToLoad = "MainMenu";
        }
        #else
        if (ES2.Exists("sceneToLoad"))
        {
            string sceneNameToBeLoaded = ES2.Load <string>("sceneToLoad");
            Debug.Log(sceneNameToBeLoaded);

            if (!string.IsNullOrEmpty(sceneNameToBeLoaded))
            {
                sceneToLoad = sceneNameToBeLoaded;
            }
            else
            {
                sceneToLoad = "MainMenu";
            }
        }
        else
        {
            //the scene to load data haven't been generated even once...
            sceneToLoad = "MainMenu";
        }
        #endif

        //delete key asap
        #if !EMM_ES2
        PlayerPrefs.DeleteKey("sceneToLoad");
        #else
        ES2.Delete("sceneToLoad");
        #endif
    }
Beispiel #27
0
 private void CheckIfSaving()
 {
     if (created)
     {
         if (stateList != null)
         {
             foreach (var VARIABLE in stateList)
             {
                 if (VARIABLE.Active)
                 {
                     if (ES2.Exists("items.txt") && !itemsTxtDeleted)
                     {
                         ES2.Delete("items.txt");
                         ModConsole.Print("items.txt Deleted!");
                         itemsTxtDeleted = true;
                     }
                 }
             }
         }
     }
 }
    /*
     * Creates a button which allows us to delete data or spawn a random prefab.
     */
    void OnGUI()
    {
        // Button to create random prefab.
        if (GUI.Button(new Rect(buttonPositionX, 0, 250, 100), "Create Random " + prefab.name))
        {
            CreateRandomPrefab();
        }

        // Button to delete all data.
        if (GUI.Button(new Rect(buttonPositionX, 100, 250, 100), "Delete Saved " + prefab.name))
        {
            // Delete entire file.
            ES2.Delete(filename);
            // Destroy each created prefab, then clear the List.
            for (int i = 0; i < createdPrefabs.Count; i++)
            {
                Destroy(createdPrefabs[i]);
            }
            createdPrefabs.Clear();
        }
    }
Beispiel #29
0
 // delete
 private void DeleteVideoFile(int id)
 {
     DeleteWatchCount(id);
     ES2.Delete(GetVideoPath(id));
 }
Beispiel #30
0
 public void Delete()
 {
     ES2.Delete(file);
 }