Beispiel #1
0
 private void SetLoadedDatas(SaveDatas tempSavedDatas)
 {
     GameManager.Instance.GetScoreAndCoinController().SetHighScore(tempSavedDatas.GetSavedHighScore());
     GameManager.Instance.GetScoreAndCoinController().SetCoin(tempSavedDatas.GetSavedTotalCoin());
     GameManager.Instance.GetLevelBarController().SetCurrentLevel(tempSavedDatas.GetSavedCurrentLevel());
     GameManager.Instance.GetLevelBarController().SetCurrentLevelValue(tempSavedDatas.GetSavedCurrentLevelValue());
 }
Beispiel #2
0
    /// <summary>
    /// Writes the save data to file.
    /// </summary>
    public void WriteSaveData(int profileNumber = 0)
    {
        if (profileNumber > 0)
        {
            currentlyLoadedProfileNumber = profileNumber;
        }

        // If for some accidental reason we forgot to assign a profile number,
        // then check to see if there is any unused profile number (i.e. a file doesn't exist for it).
        //if (currentlyLoadedProfileNumber <= 0) {
        //    for (int i = 1; i <= MAX_NUMBER_OF_PROFILES; i++) {
        //        if (!File.Exists(GetSaveDataFilePath(i))) {
        //            currentlyLoadedProfileNumber = i;
        //            break;
        //        }
        //    }
        //}

        //// If we couldn't find an empty profile then throw an exception because something went very wrong.
        //if (currentlyLoadedProfileNumber <= 0) {
        //        throw new System.Exception("Cannot WriteSaveData. No available profiles and currentlyLoadedProfile = 0");
        //    } else {
        // Otherwise save the SaveData to file.

        // If the save data doesn't exist yet,
        // then create a new default save data.
        if (SaveDatas == null)
        {
            SaveDatas = ScriptableObject.CreateInstance <SaveData>();
        }

        // Finally save it to th file using the constructed path + file name
        SaveDatas.WriteToFile(GetSaveDataFilePath(profileNumber));
    }
    private SaveDatas CreateSaveGameObject()
    {
        SaveDatas saveDatas = new SaveDatas();

        saveDatas.SetSavedHighScore();

        return(saveDatas);
    }
    public void SaveGame()
    {
        SaveDatas saveDatas = CreateSaveGameObject();

        BinaryFormatter bf   = new BinaryFormatter();
        FileStream      file = File.Create(Application.persistentDataPath + "/gamesave");

        bf.Serialize(file, saveDatas);
        file.Close();
    }
Beispiel #5
0
    public void SaveGame()
    {
        Debug.Log("game is saved");
        SaveDatas saveDatas = CreateSaveGameObject();

        BinaryFormatter bf   = new BinaryFormatter();
        FileStream      file = File.Create(Application.persistentDataPath + "/playerdatas");

        bf.Serialize(file, saveDatas);
        file.Close();
    }
Beispiel #6
0
    private SaveDatas CreateSaveGameObject()
    {
        SaveDatas saveDatas = new SaveDatas();

        saveDatas.SetSavedHighScore();
        saveDatas.SetSavedTotalCoin();
        saveDatas.SetSavedCurrentLevel();
        saveDatas.SetSavedCurrentLevelValue();

        return(saveDatas);
    }
Beispiel #7
0
    /// <summary>
    /// Loads the save data for a specific profile number.
    /// This will eventually be called from a button.
    /// </summary>
    /// <param name="profileNumber">0 is the temporary profile</param>
    public void LoadSaveData(int profileNumber = 0)
    {
        if (isDataLoaded && profileNumber == currentlyLoadedProfileNumber)
        {
            return;
        }

        // Automatically load the first available profile.
        if (profileNumber <= 0)
        {
            //if no profile specified reload the actual profile (this is the case when the scene is changed)
            if (currentlyLoadedProfileNumber <= 0)
            {
                SaveDatas = ScriptableObject.CreateInstance <SaveData>();
                SaveDatas.Reset();
            }
            else
            {
                SaveDatas = SaveData.ReadFromFile(GetSaveDataFilePath(currentlyLoadedProfileNumber));
            }
            // We iterate through the possible profile numbers in case one with a lower number
            // no longer exists.
            //for (int i = 1; i <= MAX_NUMBER_OF_PROFILES; i++) {
            //    if (File.Exists(GetSaveDataFilePath(i))) {
            //        // Once the file is found, load it from the calculated file name.
            //        SaveData = SaveData.ReadFromFile(GetSaveDataFilePath(i));
            //        // And set the current profile number for later use when we save.
            //        currentlyLoadedProfileNumber = i;
            //        break;
            //    }}
        }
        else
        {
            // If the profileNumber parameter is supplied then we'll look to see if that exists.
            if (File.Exists(GetSaveDataFilePath(profileNumber)))
            {
                // If the file exists then load the SaveData from the calculated file name.
                SaveDatas = SaveData.ReadFromFile(GetSaveDataFilePath(profileNumber));
            }
            else
            {
                // Otherwise just return a new
                SaveDatas = ScriptableObject.CreateInstance <SaveData>();
                SaveDatas.Reset();
            }
            WriteSaveData(0);                             //copy values to temporary profile
            currentlyLoadedProfileNumber = profileNumber; // And set the current profile number for later use when we save.
        }
    }
Beispiel #8
0
    public void LoadGame()
    {
        if (File.Exists(Application.persistentDataPath + "/playerdatas"))
        {
            //Debug.Log("wtf bro");
            BinaryFormatter bf         = new BinaryFormatter();
            FileStream      file       = File.Open(Application.persistentDataPath + "/playerdatas", FileMode.Open);
            SaveDatas       savedDatas = (SaveDatas)bf.Deserialize(file);
            file.Close();

            SetLoadedDatas(savedDatas);
        }

        else
        {
            Debug.Log("no game saved");
        }
    }
    public void LoadGame()
    {
        if (File.Exists(Application.persistentDataPath + "/gamesave"))
        {
            //Debug.Log("wtf bro");
            BinaryFormatter bf         = new BinaryFormatter();
            FileStream      file       = File.Open(Application.persistentDataPath + "/gamesave", FileMode.Open);
            SaveDatas       savedDatas = (SaveDatas)bf.Deserialize(file);
            file.Close();

            _scoreController.SetHighScore(savedDatas.GetSavedHighScore());
        }

        else
        {
            Debug.Log("no game saved");
        }
    }
Beispiel #10
0
        /// <summary>
        /// データをロードする
        /// </summary>
        private void Load()
        {
            try
            {
                // 2回目以降のプレイ
                save_data_ = DataManager.Load <SaveDatas>(SaveDatas.SAVE_DATA_NAME);

                GetComponent <AudioManager>().audio_volume_ = save_data_.SoundData;

                Player.HorizontalRotetaSpeed = save_data_.HorizontalRotationSpeed;
                Player.VerticalRotetaSpeed   = save_data_.VerticalRotationSpeed;
            }
            catch (System.Exception)
            {
                // 初プレイ時はロードするデータが無いため生成
                save_data_ = new SaveDatas();

                GetComponent <AudioManager>().audio_volume_ = new AudioVolume();
            }
        }