Beispiel #1
0
    public void Save(SaveData data)
    {
        int count = 0;

        data.Add("enemyCount", enemies.Count);

        foreach (GameObject enemy in enemies)
        {
            if (enemy == null)
            {
                continue;
            }

            ISavable[] savables = enemy.GetComponents <ISavable>();

            if (savables.Length == 0)
            {
                continue;
            }

            string prefix = "enemy_" + count++ + "_";
            data.Prefix = prefix;

            data.Add("prefab_path", ResourcesPathHelper.GetEnemyPath(enemy.name));

            foreach (ISavable sav in savables)
            {
                sav.Save(data);
                data.Prefix = prefix; //reset prefix after each save
            }
        }

        data.Prefix = "";
        exitDoor.Save(data);
    }
    public void Save(SaveData data)
    {
        containers.RemoveAll(x => x == null);

        int count = containers.Count;

        data.Add("count", count);

        for (int i = 0; i < count; i++)
        {
            Container cont = containers[i];

            data.Prefix = "cont_" + i + "_";

            cont.transform.position.ToSaveData(data, "pos");
            cont.transform.rotation.eulerAngles.ToSaveData(data, "rot");

            string path = ResourcesPathHelper.GetContainerPath(cont);

            if (path != null)
            {
                data.Add("path", path);
            }

            cont.Save(data);
        }
    }
Beispiel #3
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    public void Save(SaveData data)
    {
        string origPrefix = data.Prefix;

        IItem[] items = Items;

        int count = items.Length;

        data.Add("itemCount", count);

        for (int i = 0; i < count; i++)
        {
            IItem item = items[i];

            data.Prefix = origPrefix + "Item_" + i + "_";

            data.Add("path", ResourcesPathHelper.GetItemPath(item));

            item.Save(data);
        }

        data.Prefix = origPrefix;

        data.Add("enabled", this.enabled);
    }
Beispiel #4
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    public void Save(SaveData data)
    {
        data.Add("effectName", effectName);
        data.Add("remainingTime", remainingTime);

        data.Add("movementMultiplier", movementMultiplier);

        data.Add("style", style.ToString());
        data.Add("type", type.ToString());
    }
Beispiel #5
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    public void Save(SaveData data)
    {
        data.Add("type", GetType().ToString());
        data.Add("left", ammoLeft);

        //save projectile prefab
        if (projectilePrefab != null)
        {
            data.Add("projectilePath", ResourcesPathHelper.GetProjectilePath(projectilePrefab.name));
        }
    }
    public void SaveGameState()
    {
        SaveData data = new SaveData();

        data.Add("SoftCurrency", SoftCurrency);
        data.Add("DonateCurrency", DonateCurrency);

        if (Serialization.SaveToBinnary <SaveData>(data))
        {
            Debug.Log("Game saved succesfuly");
        }
        else
        {
            Debug.Log("Game not saved");
        }
    }
Beispiel #7
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 //
 // Methods
 public void AddSave(AppData dataToSave)
 {
     this.CurrentData = dataToSave;
     if (SaveData.Count == 1)
     {
         SaveData.RemoveAt(0);
     }
     SaveData.Add(dataToSave);
 }
Beispiel #8
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    public void SaveGame()
    {
        SaveData data = new SaveData();

        foreach (var item in createdPrefabs)
        {
            data.Add(item.transform.position);
        }
        var dataToSave = JsonUtility.ToJson(data);

        saveSystem.SaveData(dataToSave);
    }
Beispiel #9
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    public void Save(SaveData data)
    {
        IItem[] items = Items;

        int count = items.Length;

        data.Add("count", count);

        for (int i = 0; i < count; i++)
        {
            IItem item = items[i];

            data.Prefix = "Item_" + i + "_";

            data.Add("path" + i, ResourcesPathHelper.GetItemPath(item));

            item.Save(data);
        }

        data.Prefix = "";
    }
Beispiel #10
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    public void Save(SaveData data)
    {
        string origPrefix = data.Prefix; // save original Prefix before editing it

        List <IEffect> toSave = effects.FindAll(x => x.ShouldBeSaved);

        int count = toSave.Count;

        data.Add("count", count);

        for (int i = 0; i < count; i++)
        {
            IEffect effect = toSave[i];

            data.Prefix = origPrefix + "effect_" + i + "_";

            data.Add("classType", effect.GetType().ToString());

            effect.Save(data);
        }
    }
Beispiel #11
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    public void Save(SaveData data)
    {
        data.Add("StatsUnspent", unspentPoints);

        data.Add("StatsStrength", Stats.Strength);
        data.Add("StatsDefense", Stats.Defense);
        data.Add("StatsStamina", Stats.Stamina);
        data.Add("StatsEnergy", Stats.Energy);

        data.Add("CurrentLevel", currentLevel);
        data.Add("CurrentExp", currentExp);
    }
    public void Save(SaveData data)
    {
        pickables.RemoveAll(x => x == null);

        int count = pickables.Count;

        data.Add("count", count);

        for (int i = 0; i < count; i++)
        {
            Pickable pick = pickables[i];

            data.Prefix = "pick_" + i + "_";

            pick.transform.position.ToSaveData(data, "pos");
            pick.transform.rotation.eulerAngles.ToSaveData(data, "rot");

            string path = ResourcesPathHelper.GetPickablePath(pick);

            if (path != null)
            {
                data.Add("path", path);
            }

            //UserData can be anything, serializing it to string to save it
            if (pick.UserData != null && pick.UserData.GetType().IsSerializable)
            {
                StringWriter  writer        = new StringWriter();
                XmlSerializer xmlSerializer = new XmlSerializer(pick.UserData.GetType()); // We Use XML Serializer to be able to write in a StringWriter

                xmlSerializer.Serialize(writer, pick.UserData);

                data.Add("userDataType", pick.UserData.GetType().ToString());
                data.Add("userData", writer.ToString());
            }
        }
    }
Beispiel #13
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    public void SaveGameState()
    {
        SaveData data = new SaveData();

        data.Add("LastCompletedLevel", LastCompletedLevel);

        if (Serialization.SaveToBinnary <SaveData>(data))
        {
            Debug.Log("Game saved");
        }
        else
        {
            Debug.Log("Game not saved");
        }
    }
        public void Save(string saveName, XElement node)
        {
            this.LoadData();
            XElement nodeToDel = this.GetSave(saveName);

            if (nodeToDel != null)
            {
                nodeToDel.Remove();
            }
            XElement saveNode = new XElement("save");

            saveNode.SetAttributeValue("name", saveName);
            saveNode.Add(node);
            SaveData.Add(saveNode);
            WriteData();
        }
Beispiel #15
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        private static void SaveSnapShots()
        {
            var saveData = new SaveData();
            var guids    = AssetDatabase.FindAssets("t:scriptableObject");

            foreach (var guid in guids)
            {
                var asset = AssetDatabase.LoadAssetAtPath <ScriptableObject> (AssetDatabase.GUIDToAssetPath(guid));
                if (asset is IResetOnPlayModeExit)
                {
                    saveData.Add(asset);
                }
            }

            EditorPrefs.SetString(PrefsSaveKey, JsonUtility.ToJson(saveData));
        }
Beispiel #16
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    public void Save(SaveData data)
    {
        data.Add("name", name);

        data.Add("remainingTime", remainingTime);
        data.Add("tickTime", tickTime);

        data.Add("minTickDamages", minTickDamages);
        data.Add("maxTickDamages", maxTickDamages);

        data.Add("type", type.ToString());
    }
Beispiel #17
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 public void Save(SaveData data)
 {
     data.Add("MaxHealth", MaxHealth);
     data.Add("CurrentHealth", CurrentHealth);
 }
Beispiel #18
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 public static void ToSaveData(this Vector3 vector, SaveData data, string name)
 {
     data.Add(name + "X", vector.x);
     data.Add(name + "Y", vector.y);
     data.Add(name + "Z", vector.z);
 }
Beispiel #19
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 public void Save(SaveData data)
 {
     data.Add("ammoCount", ammoLeft);
 }
Beispiel #20
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 public void Save(SaveData data)
 {
     data.Add("seed", seed);
     data.Add("stage", stage);
     mazeInstance.Save(data);
 }
Beispiel #21
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 public void Save(SaveData data)
 {
     data.Add("MaxMana", MaxMana);
     data.Add("CurrentMana", CurrentMana);
 }
Beispiel #22
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 public void Save(SaveData data)
 {
     data.Add("stageValue", stageValue);
 }
Beispiel #23
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 public void Save(SaveData data)
 {
     data.Add("locked", locked);
     data.Add("delta", delta);
 }
Beispiel #24
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    public void Save(SaveData data)
    {
        string path = ResourcesPathHelper.GetWeaponPath(this.WeaponType, this.name);

        data.Add("path", path);
    }