Players data.
Inheritance: System.Object
Ejemplo n.º 1
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 void OnEnable()
 {
     npd = ds.GetComponent <NetworkPlayersData> ();
     pd  = npd.localPd;
     PhotonNetwork.offlineMode = PlayerPrefs.GetInt("Single") == 1 ? true : false;
     if (PhotonNetwork.offlineMode)
     {
         PhotonNetwork.CreateRoom(null);
     }
     PhotonNetwork.automaticallySyncScene = true;
     if (PhotonNetwork.connected)
     {
         lobbyname.text = PhotonNetwork.room.name;
         startBtn.SetActive(PhotonNetwork.isMasterClient);
         myPlayer = PhotonNetwork.Instantiate("Entity/PLayers/TavernPlayer", Vector3.zero, transform.rotation, 0);
         DontDestroyOnLoad(myPlayer);
         if (PhotonNetwork.isMasterClient)
         {
             npd.Add(pd);
             PlaceTavernPlayers();
         }
         else
         {
             sendDataToMaster();
         }
     }
     else
     {
         lobbyname.text = PhotonNetwork.connectionStateDetailed.ToString();
         startBtn.SetActive(false);
     }
     showNames();
 }
Ejemplo n.º 2
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        public MainWindowViewModel()
        {
            PlayersData = new PlayersData();
            OnPropertyChanged("PlayersData");

            InitNewGame();
        }
Ejemplo n.º 3
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    // Use this for initialization
    void Start()
    {
        GameObject ds = GameObject.Find("PlayersData");

        npd = ds.GetComponent <NetworkPlayersData> ();
        pd  = npd.localPd;
        if (gameObject.GetComponent <PhotonView> ().isMine)
        {
            name = pd.data ["name"].ToString();
            cls  = pd.data ["class"].ToString();
            //Item weapon = pd.data["weapon"] as Item;
            weaponType   = pd.CurentWeapon.type;
            weaponName   = pd.CurentWeapon.itName;
            prefs        = pd.CurentWeapon.prefs;
            weaponSprite = Resources.Load("Sprites/" + pd.CurentWeapon.image, typeof(Sprite)) as Sprite;
            SpawnWeapon();
        }
        else
        {
            PlayersData otherPd = npd.Get(gameObject.GetComponent <PhotonView> ().owner.name);
            name         = otherPd.data ["name"].ToString();
            cls          = otherPd.data ["class"].ToString();
            weaponType   = otherPd.CurentWeapon.type;
            weaponName   = otherPd.CurentWeapon.itName;
            prefs        = otherPd.CurentWeapon.prefs;
            weaponSprite = Resources.Load("Sprites/" + otherPd.CurentWeapon.image, typeof(Sprite)) as Sprite;
            SpawnWeapon();
        }
    }
Ejemplo n.º 4
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    ////Method to load game data from a binary file
    public void Load()
    {
        SceneManager.sceneLoaded += loaded;
        if (File.Exists(Application.persistentDataPath + "/PlayerData.dat"))
        {
            BinaryFormatter bf   = new BinaryFormatter();
            FileStream      file = File.Open(Application.persistentDataPath + "/PlayerData.dat", FileMode.Open);
            PlayersData     data = (PlayersData)bf.Deserialize(file);

            scene    = data.scene;
            charName = data.charName;
            inv      = data.inv;
            equip    = data.equip;
            UnityEngine.SceneManagement.SceneManager.LoadSceneAsync(scene, LoadSceneMode.Single);
            maxHP  = data.maxHP;
            maxMP  = data.maxMP;
            maxDmg = data.maxDmg;
            maxArm = data.maxArm;

            //health = data.health;
            //experience = data.experience;

            file.Close();
        }
    }
Ejemplo n.º 5
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    private void Awake()
    {
        LoadingScreen.Ctx loadCtx = new LoadingScreen.Ctx
        {
            prefabView = loadingScreenView,
        };
        _loadingScreen = new LoadingScreen(loadCtx);
        //Create SceneLoader object
        SceneLoader.Ctx loaderCtx = new SceneLoader.Ctx
        {
            onStorySceneLoaded = OnSceneLoaded,
            onRunSceneLoaded   = OnRunSceneLoaded,
            hideLoadingScreen  = _loadingScreen.HideLoadingScreen,
            showLoadingScreen  = _loadingScreen.ShowLoadingScreen,
        };
        _sceneLoader = new SceneLoader(loaderCtx);
        //Load Story Scene
        _sceneLoader.LoadStoryScene();

        //Creating Analitics System
        _analiticsCore = new AnaliticsCore();

        //Create PlayerData object
        _playersData = new PlayersData();

        _iapCore = new IAPCore();
    }
Ejemplo n.º 6
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    private IEnumerator GetPlayersData()
    {
        Debug.Log("We are connected, now getting players data");

        WWWForm form2 = new WWWForm();

        form2.AddField("myform_hash", hash); //add your hash code to the field myform_hash, check that this variable name is the same as in PHP file
        form2.AddField("myform_email", ConnectionInfosObject.GetComponent <ConnectionInfo>().myPlayersData.playerEmail);
        using (WWW w = new WWW(website + getPlayerDataUrl, form2))
        {
            yield return(w);

            if (w.error != null)
            {
                Debug.Log(w.error); //if there is an error, tell us
            }
            else
            {
                Debug.Log("getplayersdata function is ok");
                getPlayerText = w.text;
                Debug.Log("php: " + getPlayerText);
                PlayersData loadedData = JsonUtility.FromJson <PlayersData>(getPlayerText);
                ConnectionInfosObject.GetComponent <ConnectionInfo>().myPlayersData = loadedData;
                w.Dispose(); //clear our form in game
                SceneManager.LoadScene("main_scene", LoadSceneMode.Single);
            }
        }
    }
    public void Load()
    {
        PlayersData loadedData = JsonUtility.FromJson <PlayersData>(jsonData);

        for (int i = 0; i < loadedData.LevelReached; i++)
        {
            Levels.GetInstance.myLevels[i].passed = true;
        }
        levelsHighScores = loadedData.LevelsHighScore;
        PlayFabManager.GetInstance.getCurrency(); // sets the currency "GEMS" and "LIVES" from PlayFab.
        LastPlayedLevel = loadedData.lastPlayedLevel;
        boosters        = new Dictionary <string, int>();
        PlayFabManager.GetInstance.getInventoryFromPlayFab();

        //string[] tokens = loadedData.items.Split(new char[] { ':', ',' },       <-- used for making a dictionary from a string.
        //  StringSplitOptions.RemoveEmptyEntries);
        //for (int i = 0; i < tokens.Length; i += 2)
        //{
        //    string name = tokens[i];
        //    string freq = tokens[i + 1];

        //    // Parse the int (this can throw)
        //    int count = int.Parse(freq);
        //    // Filling in the value in the sorted dictionary
        //    if (boosters.ContainsKey(name))
        //    {
        //        boosters[name] += count;
        //    }
        //    else
        //    {
        //        boosters.Add(name, count);
        //    }
        //}
    }
Ejemplo n.º 8
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    /// <summary>
    /// 尝试获得角色物品管理器
    /// </summary>
    /// <param name="id">角色id</param>
    /// <returns>角色物品管理器</returns>
    public RookiesGoods_PlayerData Try2GetPlayer(int id)
    {
        RookiesGoods_PlayerData player = null;

        PlayersData.TryGetValue(id, out player);
        return(player);
    }
Ejemplo n.º 9
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    public void Load()
    {
        username     = user.text;
        nameOfFile   = user.text + "_" + pass.text;
        user.text    = "";
        pass.text    = "";
        saveFilePath = Path.Combine(Application.persistentDataPath, nameOfFile + ".txt");
        string jsonString;

        if (File.Exists(saveFilePath))
        {
            jsonString = File.ReadAllText(saveFilePath);
            Debug.Log("user already exists");
        }
        else
        {
            playerData           = new PlayersData();
            playerData.name_pass = nameOfFile;
            playerData.name      = username;
            jsonString           = JsonUtility.ToJson(playerData);
            File.WriteAllText(saveFilePath, jsonString);
            Debug.Log("creating new one");
            Save();
        }
        playerData = JsonUtility.FromJson <PlayersData>(jsonString);
        SetGreeting();
        manager.LoadHS();
    }
Ejemplo n.º 10
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Archivo: GUI.cs Proyecto: tiganov/CAT
 // add 1 to turnIndex and call UpdateTurnText() which visually updates the turn textblock
 private void NextTurn()
 {
     turnIndex = (turnIndex + 1) % PlayersData.Count();
     SuspectsListViewOverview.SelectedIndex = 0;
     WeaponsListViewOverview.SelectedIndex  = 0;
     RoomsListViewOverview.SelectedIndex    = 0;
     UpdateTurnText();
 }
Ejemplo n.º 11
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 public int CompareTo(PlayersData t)
 {
     if (t == null)
     {
         return(1);
     }
     return(-this.hostEmp.GetTotalForWeek(weeks).CompareTo(t.hostEmp.GetTotalForWeek(weeks)));
 }
Ejemplo n.º 12
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 /// <summary>
 /// 注册角色
 /// </summary>
 /// <param name="player">角色物品管理器</param>
 public void RegisterPlayer(RookiesGoods_PlayerData player)
 {
     if (PlayersData.ContainsKey(player.PlayerId))
     {
         throw new ArgumentException("以存在角色ID");
     }
     PlayersData.Add(player.PlayerId, player);
 }
Ejemplo n.º 13
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        public ActionResult Create(CreatePlayerViewModel player)
        {
            var newPlayer = new Player(player.Name);

            Players.Add(newPlayer);
            PlayersData.PersistPlayer(newPlayer);
            return(Redirect("~/Players"));
        }
Ejemplo n.º 14
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 //called after every time user pressed
 public void UpdateMatrixData(InputData _inputData, PlayersData _playerData)
 {
     matrixGrid[_inputData.buttonRow, _inputData.buttonColumn].isOccupied                    = true;
     matrixGrid[_inputData.buttonRow, _inputData.buttonColumn].CurrentPlayerID               = _playerData.PlayerID;
     matrixGrid[_inputData.buttonRow, _inputData.buttonColumn].buttonImage.sprite            = _playerData.assignedSprite;
     matrixGrid[_inputData.buttonRow, _inputData.buttonColumn].associatedButton.interactable = false;
     Debug.Log("you win =" + CheckForWinning());
 }
    public void Save()
    {
        string      savingBoostsInString = GetLine(boosters);
        PlayersData data = new PlayersData(Lives, SeeMaxLevel(), levelsHighScores, Gems, LastPlayedLevel, savingBoostsInString);

        jsonData = JsonUtility.ToJson(data);
        PlayFabManager.GetInstance.SaveUserData();
    }
Ejemplo n.º 16
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    void AddPlayersData(object[] data)
    {
        PlayersData loadedPd = new PlayersData(data);

        npd.Add(loadedPd);
        if (PhotonNetwork.isMasterClient)
        {
            UpdatePlayersData();
        }
    }
Ejemplo n.º 17
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Archivo: GUI.cs Proyecto: tiganov/CAT
 private void AddButton_Click(object sender, RoutedEventArgs e)
 {
     // make sure there is something in the text box, before adding it to the players
     if (PlayerInputBox.Text != "" && PlayersListView.Items.Count < 6)
     {
         PlayersData.Add(PlayerInputBox.Text);
         PlayerInputBox.Text  = "";                // clear the input box
         ErrorText.Visibility = Visibility.Hidden; // hide the error message
     }
 }
    //Jugadoras
    public static void SavePlayers(Manager m)
    {
        BinaryFormatter bf     = new BinaryFormatter();
        FileStream      stream = new FileStream(Application.persistentDataPath
                                                + "/players.sav", FileMode.Create);

        PlayersData data = new PlayersData(m);

        bf.Serialize(stream, data);
        stream.Close();
    }
Ejemplo n.º 19
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    public void Load(BitBuffer bitBuffer)
    {
        time = bitBuffer.GetFloat();
        int playerCount = bitBuffer.GetInt();

        for (int i = 0; i < playerCount; i++)
        {
            PlayerData playerData = new PlayerData();
            playerData.Load(bitBuffer);
            PlayersData.Add(playerData);
        }
    }
Ejemplo n.º 20
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    /// <summary>
    /// Called when the Load Button is pressed and load the saved map and configurations
    /// </summary>
    public void LoadGame()
    {
        Time.timeScale = 1f;
        PlayersData data = SaveLoad.LoadSystem();

        if (data != null)
        {
            // Get loaded scene and activate the configure load
            SaveLoad.loading = true;
            SceneManager.LoadScene(data.sceneIndex);
        }
    }
Ejemplo n.º 21
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    /// <summary>
    /// static function that performs the saving process, from current
    /// it builds a PlayersData object and serializes it in a persistent data path
    /// </summary>
    public static void SaveSystem(KnightControler knight, DragonControler dragon, TimerControler timerControler)
    {
        BinaryFormatter formatter = new BinaryFormatter();

        string     path   = Application.persistentDataPath + "/savefile.fun";
        FileStream stream = new FileStream(path, FileMode.Create);

        PlayersData data = new PlayersData(knight, dragon, timerControler);

        formatter.Serialize(stream, data);
        stream.Close();
    }
Ejemplo n.º 22
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    void Start()
    {
        GameObject ds = GameObject.Find("PlayersData");

        npd = ds.GetComponent <NetworkPlayersData> ();
        pd  = npd.localPd;
        GameObject    myPlayer = PhotonNetwork.Instantiate("Entity/Players/Player", transform.position, transform.rotation, 0);
        PlayerControl pc       = myPlayer.GetComponent <PlayerControl> ();

        pc.enabled = true;
        myPlayer.transform.FindChild("CamMover").gameObject.SetActive(true);
        pc.checkpoint = transform;
    }
Ejemplo n.º 23
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Archivo: GUI.cs Proyecto: tiganov/CAT
        private void DeleteButton_Click(object sender, RoutedEventArgs e)
        {
            // make sure "Me" isn't selected
            if (PlayersListView.SelectedIndex != 0)
            {
                // remove selected from playersdata, select last element, then focus back
                // (for convenience in case user wants to delete all of them quickly)

                PlayersData.RemoveAt(PlayersListView.SelectedIndex);
                PlayersListView.SelectedIndex = PlayersData.Count - 1;
                PlayersListView.Focus();
            }
        }
Ejemplo n.º 24
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    void OnCollisionEnter2D(Collision2D collision)
    {
        playersData = new PlayersData();
        if (FinalScore.finalScore > GameState.playerHigh)
        {
            tempScore = FinalScore.finalScore;
        }
        else
        {
            tempScore = GameState.playerHigh;
        }

        player = new Player {
            score         = FinalScore.finalScore,
            isAir         = FinalScore.air,
            isRoad        = FinalScore.road,
            isTrain       = FinalScore.train,
            isWater       = FinalScore.water,
            isSki         = FinalScore.ski,
            highScore     = tempScore,
            coins         = GameState.playerCoins,
            trainUnlocked = GameState.isTrainUnlocked,
            airUnlocked   = GameState.isAirUnlocked,
            waterUnlocked = GameState.isWaterUnlocked,
            skiUnlocked   = GameState.isSkiUnlocked,
            isLoaded      = true
        };


        playersData.Players.Add(player);
        ResourceHelper.SaveToPersistentData("gamestate.json", playersData);
        this.gameObject.GetComponent <SpriteRenderer>().color = Color.black;
        restartButton = FindInActiveObjectByTag("Restart");
        restartButton.SetActive(true);
        //scoreScript = myText.GetComponent<Scorer>();
        //print(FinalScore.finalScore);
        textScore.text   = FinalScore.finalScore.ToString();
        myHighScore.text = player.highScore.ToString();
        if (FinalScore.road || FinalScore.water || FinalScore.train)
        {
            deathEffect.SetActive(true);
        }
        //deathEffect.SetActive(true);

        Destroy(rb);

        // speed = 0f;
        // this.gameObject.GetComponent<Rigidbody2D>().velocity = Vector3.zero;
    }
    private void ShowHighScoresList(string data)
    {
        HighScoresListNames.text      = "";
        HighScoresListNames.alignment = TextAnchor.MiddleLeft;

        PlayersData playersData = JsonUtility.FromJson <PlayersData>(data);

        playersData.playerDataList.Sort((p1, p2) => Convert.ToInt32(p1.score).CompareTo(Convert.ToInt32(p2.score)));
        playersData.playerDataList.Reverse();

        for (int i = 0; i < playersData.playerDataList.Count && i < MAX_HIGH_SCORES; i++)
        {
            HighScoresListNames.text  += (i + 1) + ".\t" + playersData.playerDataList[i].name + '\n';
            HighScoresListScores.text += playersData.playerDataList[i].score + '\n';
        }
    }
Ejemplo n.º 26
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    //Method to save game data as a binary file to help
    //curb game save alteration
    public void Save()
    {
        //Finds player object
        pi = GameObject.FindGameObjectWithTag("Player").GetComponent <PlayerInventory>();

        //Check if file exists
        if (File.Exists(Application.persistentDataPath + "/PlayerData.dat"))
        {
            // Delete it.
            File.Delete(Application.persistentDataPath + "/PlayerData.dat");
        }

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

        inv = new List <int>();
        PlayersData data = new PlayersData();

        invTemp = pi.inventory.GetComponent <Inventory>().ItemsInInventory;

        for (int i = 0; i < invTemp.Count; i++)
        {
            inv.Add(invTemp [i].itemID);
        }

        data.maxHP  = pi.maxHealth;
        data.maxMP  = pi.maxMana;
        data.maxDmg = pi.maxDamage;
        data.maxArm = pi.maxArmor;

        data.inv  = inv;
        equipTemp = pi.characterSystem.GetComponent <Inventory>().ItemsInInventory;

        for (int i = 0; i < equipTemp.Count; i++)
        {
            equip.Add(equipTemp [i].itemID);
        }

        data.equip    = equip;
        data.scene    = UnityEngine.SceneManagement.SceneManager.GetActiveScene().name;
        data.charName = charName;

        //int gold;

        bf.Serialize(file, data);
        file.Close();
    }
Ejemplo n.º 27
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        internal void LoadPlayers()
        {
            var players = PlayersData.ToList();

            foreach (var user in NetworkUser.readOnlyInstancesList)
            {
                var player = players.FirstOrDefault(el => el.steamId == user.Network_id.steamId.value);

                if (player == null)
                {
                    continue;
                }

                players.Remove(player);
                player.LoadPlayer(user);
            }
        }
 /// <summary>
 /// When the scene is load, the characters are put in the latest configuration and the timer start from the latest save
 /// </summary>
 void Awake()
 {
     if (SaveLoad.loading)
     {
         SaveLoad.loading = false;
         PlayersData data = SaveLoad.LoadSystem();
         knight.transform.localPosition = new Vector3(data.positionKnight[0], data.positionKnight[1], data.positionKnight[2]);
         knight.transform.localScale    = new Vector3(data.scaleKnight[0], data.scaleKnight[1], data.scaleKnight[2]);
         dragon.transform.localPosition = new Vector3(data.positionDragon[0], data.positionDragon[1], data.positionDragon[2]);
         dragon.transform.localScale    = new Vector3(data.scaleDragon[0], data.scaleDragon[1], data.scaleDragon[2]);
         timerControler.SetStartTime(data.timer);
     }
     else
     {
         timerControler.SetStartTime(Time.time);
     }
 }
Ejemplo n.º 29
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        private async void OnRepresentationSelected(object sender, EventArgs e)
        {
            flpPlayers.Controls.Clear();

            var cbox = sender as ComboBox;

            //favoriteRep instead of chosen
            favoriteRepresentation = cbox.SelectedItem as Representation;

            Utilities.SaveDataToFile(new RepresentationSaveFile(favoriteRepresentation, ChampionshipType), Properties.Settings.Default.Representation_Filepath);

            PlayersData = await RepresentationRepo.GetPlayers(favoriteRepresentation.FifaCode);

            PlayersData.Sort();

            FillFLPPlayers();
        }
    private void LoadGameData()
    {
        string filePath = Application.dataPath + _gameDataFileName;

        if (File.Exists(filePath))
        {
            string dataAsJson = File.ReadAllText(filePath);
            _playersData = JsonUtility.FromJson <PlayersData>(dataAsJson);
        }
        else
        {
            _playersData = new PlayersData
            {
                playerDataList = new List <PlayerData>()
            };
        }
    }
Ejemplo n.º 31
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 public int CompareTo(PlayersData t)
 {
     if (t == null)
         return 1;
     return -this.hostEmp.GetTotalForWeek(weeks).CompareTo(t.hostEmp.GetTotalForWeek(weeks));
 }
 void SavePlayersData(PlayersData data)
 {
     data.time = GetTime();
     data.score = CalcScore();
     saver.SendMessage("SavePlayersScores", data);
 }
 void SavePlayersData(PlayersData data)
 {
     data.name = PlayerName;
     data.mode = GameState;
     data.bounceBack.SendMessage("SavePlayersData", data);
 }
 void SavePlayersData(PlayersData data)
 {
     print("bouncing to world");
     World.SendMessage("SavePlayersData", data);
 }
Ejemplo n.º 35
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 public void SavePlayersScores(PlayersData data)
 {
     //update high scores
     switch (data.mode)
     {
         case 1: //Arcade Score
             {
                 LevelData tempData = LoadLevel(data.levelNumber);
                 List<ArcadeScores> scores = new List<ArcadeScores>();
                 scores.Add(new ArcadeScores(data.name, data.score));
                 for (int i = 0; i < 10; i++)
                 {
                     scores.Add(tempData.Arcade_Scores[i]);
                 }
                 scores.Sort((l1, l2) => (int)(l2.score - l1.score));
                 scores.RemoveAt(scores.Count - 1);
                 tempData.Arcade_Scores = scores.ToArray();
                 SaveLevel(tempData, data.levelNumber);
                 break;
             }
         case 2: //Free Play Time
             {
                 LevelData tempData = LoadLevel(data.levelNumber);
                 List<FreePlayTimes> times = new List<FreePlayTimes>();
                 times.Add(new FreePlayTimes(data.name, data.time));
                 for (int i = 0; i < 10; i++)
                 {
                     times.Add(tempData.Free_Play_Times[i]);
                 }
                 times.Sort((l1, l2) => l1.time.CompareTo(l2.time));
                 times.RemoveAt(times.Count - 1);
                 tempData.Free_Play_Times = times.ToArray();
                 SaveLevel(tempData, data.levelNumber);
                 break;
             }
         default:
             break;
     }
 }