Ejemplo n.º 1
0
        public void Load()
        {
            // Don't forget to stop listening to events before un-initializing.
            WalletManager.balanceChanged -= OnCoinBalanceChanged;

            GameFoundation.Uninitialize();

            GameFoundation.Initialize(m_DataLayer, OnGameFoundationInitialized, Debug.LogError);
        }
Ejemplo n.º 2
0
        public void Load()
        {
            // Don't forget to stop listening to events before un-initializing.
            InventoryManager.itemAdded   -= OnInventoryItemChanged;
            InventoryManager.itemRemoved -= OnInventoryItemChanged;

            GameFoundation.Uninitialize();

            GameFoundation.Initialize(mDataLayer, OnGameFoundationInit, Debug.LogError);
        }
Ejemplo n.º 3
0
        /// <summary>
        /// This will uninitialize game foundation and re-initialize it with data from the save file.
        /// This will set the current state of inventories and stats to be what's within the save file.
        /// </summary>
        public void Load()
        {
            // Don't forget to stop listening to events before uninitializing.
            InventoryManager.onInventoryAdded   -= RefreshUI;
            InventoryManager.onInventoryRemoved -= RefreshUI;

            GameFoundation.Uninitialize();

            GameFoundation.Initialize(m_DataLayer, OnGameFoundationInitialized, Debug.LogError);
        }
        /// <summary>
        /// Uninitializes Game Foundation, deletes persistence data, then reinitializes Game Foundation.
        /// Note: Because Game Foundation is initialized again, all Initial Allocation items will be added again.
        /// </summary>
        public void DeleteAndReinitializeGameFoundation()
        {
            GameFoundation.Uninitialize();

            m_LocalPersistence.Delete(InitializeGameFoundation);
        }