Beispiel #1
0
    //Function called from the MainMenu scene to continue the most recent save
    public void ContinueGame()
    {
        //If the most recent save doesn't exist, we're trying to load settings that don't exist
        if (!PlayerPrefs.HasKey("MostRecentSave"))
        {
            Debug.Log("ContinueGame, MostRecentSave doesn't exist");
            return;
        }
        else if (PlayerPrefs.GetString("MostRecentSave") == "")
        {
            Debug.Log("ContinueGame, MostRecentSave is empty");
            return;
        }
        else if (!System.IO.Directory.Exists(Application.persistentDataPath + PlayerPrefs.GetString("MostRecentSave")))
        {
            Debug.Log("ContinueGame, MostRecentSave folder directory doesn't exist");
            return;
        }

        //Loading the folder name for the most recent save so we can "Continue"
        this.saveFolder = PlayerPrefs.GetString("MostRecentSave");

        //Telling the map generator to load our existing level
        this.loadType = LevelLoadType.LoadLevel;

        //Transitioning to the gameplay level
        //this.GetComponent<GoToLevel>().LoadLevelByName(this.gameplayLevelName);
        EVTData transitionEVT = new EVTData();

        transitionEVT.sceneTransition = new SceneTransitionEVT(this.gameplayLevelName, 0.5f, 1);
        EventManager.TriggerEvent(SceneTransitionEVT.eventNum, transitionEVT);
    }
Beispiel #2
0
    //Function called from the New Game screen in the main menu. Starts the process of creating a new map
    public void StartNewGame()
    {
        //Determining if new items will be available in this game based on the seed value
        if (this.GetComponent <RandomSeedGenerator>().seed == "")
        {
            this.allowNewUnlockables = true;
        }
        else
        {
            this.allowNewUnlockables = false;
        }

        //Making sure our save folder name is valid
        this.saveFolder = SaveLoadManager.globalReference.CreateNewSaveFolder();

        //Telling the map generator to create a new level instead of loading one from a save
        this.loadType = LevelLoadType.GenerateNewLevel;

        //Saving the current save folder name so we know which game was played last. Used for "Continuing"
        PlayerPrefs.SetString("MostRecentSave", GameData.globalReference.saveFolder);

        //Transitioning to the gameplay level
        //this.GetComponent<GoToLevel>().LoadLevelByName(this.gameplayLevelName);
        EVTData transitionEVT = new EVTData();

        transitionEVT.sceneTransition = new SceneTransitionEVT(this.gameplayLevelName, 0.5f, 1);
        EventManager.TriggerEvent(SceneTransitionEVT.eventNum, transitionEVT);
    }
Beispiel #3
0
    //Function called from LoadSavePanel.cs to load a saved game
    public void LoadSaveFile(string saveFolder_)
    {
        //Making sure the given save folder exists
        if (!System.IO.Directory.Exists(Application.persistentDataPath + saveFolder_))
        {
            return;
        }

        //Setting the most recent save to the given folder
        PlayerPrefs.SetString("MostRecentSave", saveFolder_);

        //Setting the save folder as our current save
        this.saveFolder = saveFolder_;

        //Telling the map generator to load our existing level
        this.loadType = LevelLoadType.LoadLevel;

        //Transitioning to the gameplay level
        this.GetComponent <GoToLevel>().LoadLevelByName(this.gameplayLevelName);
    }