Beispiel #1
0
    //public static float difficulty = 1;



    void Load()
    {
        string value;

        value = PlayerPrefs.GetString("settings");

        Settings = JsonUtility.FromJson <settingsData>(value);
        string val1 = PlayerPrefs.GetString("chosen_lvl");

        if (PlayerPrefs.HasKey(val1))
        {
            value   = PlayerPrefs.GetString(PlayerPrefs.GetString("chosen_lvl"));
            level   = JsonUtility.FromJson <levelSaveData>(value);
            lvlName = level.lvlName;
            if (PlayerPrefs.GetInt("chosen_lvl_target_score") != 0)
            {
                level.targetScore = PlayerPrefs.GetInt("chosen_lvl_target_score");
            }
        }
        else
        {
            level             = new levelSaveData();
            lvlName           = PlayerPrefs.GetString("chosen_lvl");
            level.targetScore = PlayerPrefs.GetInt("chosen_lvl_target_score");
        }
        //level.targetScore = PlayerPrefs.GetInt("chosen_lvl_target_score");
        //print(lvlName);
    }
Beispiel #2
0
    // Sets variables in this script by getting data from save file.
    void LoadSettingsDataContents(settingsData data)
    {
        QualitySettingsIndex = QualitySettings.GetQualityLevel();
        //QualitySettingsIndex = data.QualitySettingsIndex;

        if (QualitySettingsIndex == 0)
        {
            VisualSettingsComponent.enabled = false;
            useHdr           = false;
            sunShaftsEnabled = false;
        }

        if (QualitySettingsIndex > 0)
        {
            if (VisualSettingsComponent != null)
            {
                VisualSettingsComponent.enabled = true;
            }
            useHdr           = true;
            sunShaftsEnabled = true;
        }

        mouseSensitivity = data.mouseSensitivity;

        MasterVolume     = data.MasterVolume;
        SoundtrackVolume = data.SoundtrackVolume;
        EffectsVolume    = data.EffectsVolume;
    }
    void Load()
    {
        string key = "settings";

        if (PlayerPrefs.HasKey(key))
        {
            string value = PlayerPrefs.GetString(key);

            settingsData data = JsonUtility.FromJson <settingsData>(value);

            shapes_upmoves         = data.shapes_upmoves;
            difficulty             = data.difficulty;
            manualNextShapeChanges = data.manualNextShapeChanges;
            shadowsEnabled         = data.shadowsEnabled;
            design = data.design;
        }
        else
        {
            settingsData data = new settingsData();

            shapes_upmoves         = data.shapes_upmoves;
            difficulty             = data.difficulty;
            manualNextShapeChanges = data.manualNextShapeChanges;
            shadowsEnabled         = data.shadowsEnabled;
            design = data.design;

            string value = JsonUtility.ToJson(data);

            PlayerPrefs.SetString(key, value);

            PlayerPrefs.Save();
        }
    }
Beispiel #4
0
    // Sets data.[variable] = [variable] from this script.
    void SetSettingsData(settingsData data)
    {
        data.QualitySettingsIndex = QualitySettingsIndex;

        if (data.QualitySettingsIndex == 0)
        {
            data.useHdr           = false;
            data.sunShaftsEnabled = false;

            if (VisualSettingsComponent != null)
            {
                VisualSettingsComponent.enabled = false;
            }
        }

        if (data.QualitySettingsIndex == 1)
        {
            data.useHdr           = true;
            data.sunShaftsEnabled = true;

            if (VisualSettingsComponent != null)
            {
                VisualSettingsComponent.enabled = false;
            }
        }

        data.ParticleEmissionMultiplier = ParticleEmissionMultiplier;

        data.MasterVolume     = Mathf.Clamp(MasterVolume, 0, 1);
        data.SoundtrackVolume = Mathf.Clamp(SoundtrackVolume, 0, 1);
        data.EffectsVolume    = Mathf.Clamp(EffectsVolume, 0, 1);

        data.targetframerate = targetframerate;
    }
Beispiel #5
0
    public void saveSettings()
    {
        BinaryFormatter bf   = new BinaryFormatter();
        FileStream      file = File.Create(Application.persistentDataPath + filePath);

        settingsData sd = new settingsData();

        sd.musicVolume = PauseMenu.musicVal;
        sd.sfxVolume   = PauseMenu.sfxVal;

        bf.Serialize(file, sd);
        Debug.Log("Saving Settings Data");
        file.Close();
    }
Beispiel #6
0
        private void saveSettings()
        {
            try {
                var spawnLocations = npcsSpawned.Select(elem => elem.animator.grid.GetPosition())
                                     .Select(dummy => (Vector3)dummy).ToList();
                var settings = new settingsData(selectedMode, offsets, patrolProgress,
                                                patrolPoints, standPoint, attackPoint, spawnLocations, targetCount);
                var text = Convert.ToBase64String(MyAPIGateway.Utilities.SerializeToBinary(settings));

                writeStorage((IMyTerminalBlock)block, SETTINGSGUID, text);
            }
            catch (Exception e) {
                MyLog.Default.WriteLine("caught exception while saving settings: " + e);
            }
        }
Beispiel #7
0
    // Save Settings Main.
    public void SaveSettingsData()
    {
        if (AllowSaving == true)
        {
            // Refer to GetSettingsData.
            GetSettingsData();

            // Creates new save file.
            BinaryFormatter bf = new BinaryFormatter();
            //StreamWriter bf = new StreamWriter ();

                        #if !UNITY_EDITOR
            FileStream file = File.Create(Application.persistentDataPath + "/" + Username + "_SettingsConfig.dat");

            Debug.Log(
                "Successfully saved to " +
                Application.persistentDataPath + "/" + Username + "_SettingsConfig.dat"
                );
                        #endif

                        #if UNITY_EDITOR
            FileStream file = File.Create(Application.persistentDataPath + "/" + Username + "_SettingsConfig_Editor.dat");

            Debug.Log(
                "Successfully saved to " +
                Application.persistentDataPath + "/" + Username + "_SettingsConfig_Editor.dat"
                );
                        #endif


                        #if UNITY_STANDALONE_OSX
            cam.GetComponent <VolumetricLightRenderer> ().enabled = false;
                        #endif

                        #if PLATFORM_STANDALONE_OSX
            cam.GetComponent <VolumetricLightRenderer> ().enabled = false;
                        #endif

            // Does the saving
            settingsData data = new settingsData();
            SetSettingsData(data);

            // Serializes and closes the file.
            bf.Serialize(file, data);
            file.Close();
        }
    }
    public static void Save()
    {
        string key = "settings";

        settingsData data = new settingsData();

        data.shapes_upmoves         = shapes_upmoves;
        data.difficulty             = difficulty;
        data.manualNextShapeChanges = manualNextShapeChanges;
        data.shadowsEnabled         = shadowsEnabled;
        data.design = design;

        string value = JsonUtility.ToJson(data);

        PlayerPrefs.SetString(key, value);
        PlayerPrefs.Save();
    }
Beispiel #9
0
    public void LoadSettingsData()
    {
        if (AllowLoading == true)
        {
                        #if !UNITY_EDITOR
            if (File.Exists(Application.persistentDataPath + "/" + Username + "_SettingsConfig.dat") == true)
            {
                // Opens the save data.
                BinaryFormatter bf = new BinaryFormatter();

                FileStream file = File.Open(Application.persistentDataPath + "/" + Username + "_SettingsConfig.dat", FileMode.Open);

                Debug.Log("Successfully loaded from " +
                          Application.persistentDataPath + "/" + Username + "_SettingsConfig.dat");

                // Processes the save data into memory.
                settingsData data = (settingsData)bf.Deserialize(file);
                file.Close();

                LoadSettingsDataContents(data);
                StoreSettingsDataInGame();
            }
                        #endif

                        #if UNITY_EDITOR
            if (File.Exists(Application.persistentDataPath + "/" + Username + "_SettingsConfig_Editor.dat") == true)
            {
                // Opens the save data.
                BinaryFormatter bf = new BinaryFormatter();

                FileStream file = File.Open(Application.persistentDataPath + "/" + Username + "_SettingsConfig_Editor.dat", FileMode.Open);

                Debug.Log("Successfully loaded from " +
                          Application.persistentDataPath + "/" + Username + "_SettingsConfig_Editor.dat");

                // Processes the save data into memory.
                settingsData data = (settingsData)bf.Deserialize(file);
                file.Close();

                LoadSettingsDataContents(data);
                StoreSettingsDataInGame();
            }
                        #endif
        }
    }
Beispiel #10
0
    // Sets variables in this script by getting data from save file.
    void LoadSettingsDataContents(settingsData data)
    {
        QualitySettingsIndex = data.QualitySettingsIndex;

        if (QualitySettingsIndex == 0)
        {
            if (VisualSettingsComponent != null)
            {
                if (VisualSettingsComponent.enabled == true)
                {
                    VisualSettingsComponent.enabled          = false;
                    InitManager.Instance.postProcess.enabled = false;
                    Debug.Log("Turned off visual settings component.");
                }
            }

            useHdr           = false;
            sunShaftsEnabled = false;
        }

        if (QualitySettingsIndex == 1)
        {
            if (VisualSettingsComponent != null)
            {
                if (VisualSettingsComponent.enabled == false)
                {
                    VisualSettingsComponent.enabled          = true;
                    InitManager.Instance.postProcess.enabled = true;
                    Debug.Log("Turned on visual settings component.");
                }
            }

            useHdr           = true;
            sunShaftsEnabled = true;
        }

        ParticleEmissionMultiplier = data.ParticleEmissionMultiplier;

        MasterVolume     = data.MasterVolume;
        SoundtrackVolume = data.SoundtrackVolume;
        EffectsVolume    = data.EffectsVolume;

        targetframerate = data.targetframerate;
    }
Beispiel #11
0
    public void loadSettings()
    {
        string filePath = "/settings.dat";

        if (File.Exists(Application.persistentDataPath + filePath))
        {
            BinaryFormatter bf   = new BinaryFormatter();
            FileStream      file = File.Open(Application.persistentDataPath + filePath, FileMode.Open);
            settingsData    sd   = (settingsData)bf.Deserialize(file);
            Debug.Log("Loading Settings Data");
            PauseMenu.sfxVal   = sd.sfxVolume;
            PauseMenu.musicVal = sd.musicVolume;

            file.Close();
        }
        else
        {
            Debug.Log("Settings Data Not Found, Creating New");
            saveSettings();
            loadSettings();
        }
    }
Beispiel #12
0
    // Sets data.[variable] = [variable] from this script.
    void SetSettingsData(settingsData data)
    {
        QualitySettingsIndex      = QualitySettings.GetQualityLevel();
        data.QualitySettingsIndex = QualitySettingsIndex;

        if (data.QualitySettingsIndex == 0)
        {
            data.useHdr           = false;
            data.sunShaftsEnabled = false;
        }

        if (data.QualitySettingsIndex > 0)
        {
            data.useHdr           = true;
            data.sunShaftsEnabled = true;
        }

        data.mouseSensitivity = mouseSensitivity;

        data.MasterVolume     = Mathf.Clamp(MasterVolume, 0, 1);
        data.SoundtrackVolume = Mathf.Clamp(SoundtrackVolume, 0, 1);
        data.EffectsVolume    = Mathf.Clamp(EffectsVolume, 0, 1);
    }
Beispiel #13
0
    // Save Settings Main.
    public void SaveSettingsData()
    {
        if (AllowSaving == true)
        {
            // Refer to GetSettingsData.
            GetSettingsData();

            // Creates new save file.
            BinaryFormatter bf = new BinaryFormatter();

                        #if !UNITY_EDITOR
            FileStream file = File.Create(Application.persistentDataPath + "/" + Username + "_SettingsConfig.dat");

            Debug.Log(
                "Successfully saved to " +
                Application.persistentDataPath + "/" + Username + "_SettingsConfig.dat"
                );
                        #endif

                        #if UNITY_EDITOR
            FileStream file = File.Create(Application.persistentDataPath + "/" + Username + "_SettingsConfig_Editor.dat");

            Debug.Log(
                "Successfully saved to " +
                Application.persistentDataPath + "/" + Username + "_SettingsConfig_Editor.dat"
                );
                        #endif

            // Does the saving
            settingsData data = new settingsData();
            SetSettingsData(data);

            // Serializes and closes the file.
            bf.Serialize(file, data);
            file.Close();
        }
    }