Beispiel #1
0
    public void SaveData()
    {
        BinaryFormatter binForm = new BinaryFormatter();
        FileStream      file    = File.Create(Application.persistentDataPath + "/SavedData.dat");
        SavedGameData   data    = new SavedGameData();

        data.m_playerRank               = m_playerData_playerRank;
        data.m_playerRankStatus         = m_playerData_rankStatus;
        data.m_playerNormalCurrency     = m_playerData_currencyNormal;
        data.m_playerSpecialCurrency    = m_playerData_currencySpecial;
        data.m_lastEventPlayedResult    = m_playerData_lastEventPlayedResult;
        data.m_offlineEvents            = m_playerData_eventsOffline;
        data.m_carsOwned                = m_playerData_carsOwned;
        data.m_carInUseIndex            = m_playerData_carSelectedIndex;
        data.m_lastEventSelected        = m_playerData_eventActive;
        data.m_firstTimeOnMainMenu      = m_playerData_firstTimeOnMainMenu;
        data.m_playerName               = m_playerData_playerName;
        data.m_firstTimeGarage          = m_playerData_firstTimeOnGaragePanel;
        data.m_firstTimeOfflineEvents   = m_playerData_firstTimeOnGaragePanel;
        data.m_firstTimeSeasonalEvents  = m_playerData_firstTimeOnSeasonalPanel;
        data.m_settingsPostProcessing   = m_gameSettings_postProcessing;
        data.m_settingsRoadLoadDistance = m_gameSettings_nodesLoaded;

        binForm.Serialize(file, data);
        file.Close();

        print("[SYSTEM]: Saving on " + Application.persistentDataPath);
        hasAnySavedData = true;
    }
        static void SaveGameState()
        {
            //SERIALIZATION
            _currentGameState = new GameState();
            _currentGameState.CurrentMoveByPlayerOne = GameHandler.CurrentMoveByPlayerOne;
            _currentGameState.PlayerOne = GameHandler.Player1;
            _currentGameState.PlayerTwo = GameHandler.Player2;
            _currentGameState.PlayerOne.FillArrays();
            _currentGameState.PlayerTwo.FillArrays();
            _jsonStateString = JsonSerializer.Serialize(_currentGameState, typeof(GameState));
            File.WriteAllText(Path.Combine(Environment.CurrentDirectory, savePath), _jsonStateString);
            //Console.WriteLine(Path.Combine(Environment.CurrentDirectory, savePath));

            //DATABASE
            using var db = new AppDbContext();
            db.Database.Migrate();
            SavedGameData data = new SavedGameData()
            {
                JsonData  = _jsonStateString,
                TimeStamp = DateTime.Now.ToLongDateString()
            };

            db.Add(data);
            //Console.WriteLine(data.JsonData);
            //Console.WriteLine(data.TimeStamp);
            db.SaveChanges();
        }
Beispiel #3
0
    public bool LoadData()
    {
        print("[SYSTEM]: Loading from " + Application.persistentDataPath);

        if (File.Exists(Application.persistentDataPath + "/SavedData.dat"))
        {
            BinaryFormatter binForm = new BinaryFormatter();
            FileStream      file    = File.Open(Application.persistentDataPath + "/SavedData.dat", FileMode.Open);
            SavedGameData   data    = (SavedGameData)binForm.Deserialize(file);

            m_playerData_playerRank               = data.m_playerRank;
            m_playerData_rankStatus               = data.m_playerRankStatus;
            m_playerData_currencyNormal           = data.m_playerNormalCurrency;
            m_playerData_currencySpecial          = data.m_playerSpecialCurrency;
            m_playerData_lastEventPlayedResult    = data.m_lastEventPlayedResult;
            m_playerData_eventsOffline            = data.m_offlineEvents;
            m_playerData_carsOwned                = data.m_carsOwned;
            m_playerData_carSelectedIndex         = data.m_carInUseIndex;
            m_playerData_eventActive              = data.m_lastEventSelected;
            m_playerData_firstTimeOnMainMenu      = data.m_firstTimeOnMainMenu;
            m_playerData_playerName               = data.m_playerName;
            m_playerData_firstTimeOnGaragePanel   = data.m_firstTimeGarage;
            m_playerData_firstTimeOnSeasonalPanel = data.m_firstTimeSeasonalEvents;
            m_playerData_firstTimeOnEventPanel    = data.m_firstTimeOfflineEvents;
            m_gameSettings_nodesLoaded            = data.m_settingsRoadLoadDistance;
            m_gameSettings_postProcessing         = data.m_settingsPostProcessing;

            file.Close();              // <- NO OLVIDAR NUNCA
            return(true);
        }

        print("[SYSTEM]: No available data found, Load failed.");
        return(false);
    }
Beispiel #4
0
    static public SaveData GetNew()
    {
        SaveData save_data = new SaveData();

        save_data.saved_game_data = SavedGameData.GetNew();

        return(save_data);
    }
Beispiel #5
0
        public static byte[] GetLoadedGame()
        {
            SavedGameData data = default(SavedGameData);

            if (PrxSavedGameGetGameData(out data) == ErrorCode.SG_OK)
            {
                return(data.data);
            }
            return(null);
        }
Beispiel #6
0
    public static void save(SavedGameData sgd)
    {
        BinaryFormatter bf = new BinaryFormatter();
        FileStream      fs = File.Create(Application.persistentDataPath + savefilename); // application.persistentdatapath ritorna la directory dove unity può scrivere dati

        bf.Serialize(fs, sgd);
        fs.Close();

        Debug.Log(sgd);
    }
Beispiel #7
0
    private static SavedGameData getSGDInstance()
    {
        /* This method is a constructor method.
         * It will try to load the game data and return the previously saved data. If it can't find a save file,
         * it will create a new instance.
         */
        SavedGameData sgd = SaveLoadManager.load();

        if (sgd == null)
        {
            sgd = new SavedGameData();
        }
        Debug.Log(sgd);
        return(sgd);
    }
Beispiel #8
0
    public static SavedGameData load()
    {
        /* This method returns the save file, or null if the file doesn't exists
         */

        SavedGameData sgd = null;

        if (File.Exists(Application.persistentDataPath + savefilename))
        {
            BinaryFormatter bf = new BinaryFormatter();
            FileStream      fs = File.Open(Application.persistentDataPath + savefilename, FileMode.Open); // application.persistentdatapath ritorna la directory dove unity può scrivere dati
            sgd = (SavedGameData)bf.Deserialize(fs);
            fs.Close();
        }
        return(sgd);
    }
Beispiel #9
0
    static public SavedGameData GetNew()
    {
        SavedGameData save_game_data;

        save_game_data                                = new SavedGameData();
        save_game_data.is_new_game                    = true;
        save_game_data.is_in_tutorial                 = false;
        save_game_data.eliminated_mosters_list        = new List <int>();
        save_game_data.eliminated_dark_mosters_list   = new List <int>();
        save_game_data.evolved_mosters_list           = new List <int>();
        save_game_data.is_in_battle                   = false;
        save_game_data.pickup_karmic_point_state_list = new List <bool>();
        for (int i = 0; i != PickupKarmicPointManager.instance.pickup_karma_list.Length; ++i)
        {
            save_game_data.pickup_karmic_point_state_list.Add(true);
        }
        Debug.LogWarning("result size: " + save_game_data.pickup_karmic_point_state_list.Count);
        return(save_game_data);
    }
Beispiel #10
0
 private static extern ErrorCode PrxSavedGameGetGameData(out SavedGameData data);
Beispiel #11
0
        public override void StoreSavedGameData(int slotNumber, SavedGameData savedGameData)
        {
            var s = SaveSystem.Serialize(savedGameData);

            ES3.Save <string>(GetKey(slotNumber), s, GetFilename(slotNumber));
        }
Beispiel #12
0
 void Awake()
 {
     instance = this;
     LaunchLoad();
     current_saved_game = save_data.saved_game_data;
 }