public void SaveLevel() { this.Level.TileMap = FindObjectOfType <TilemapController>().tileMap; //SaveEngine.SaveNewLevel(this.Level); SaveEngine.SaveLevels(new List <Level> { this.Level }); }
// Start is called before the first frame update void Awake() { this.level = SaveEngine.LoadLevels().Last(); this.AddCash(this.level.InitialCash); this.SetActualWave(0); this.gameObject.GetComponent <TilemapController>().Initialize(this.level.TileMap, this.StartPoint); }
private void RenderLevels() { this.Helpers.RemoveChildrens(this.Container); this.levels = SaveEngine.LoadLevels(); foreach (var level in this.levels) { var levelButton = Instantiate(LevelPrefab, this.Container.transform); var levelScript = levelButton.GetComponent <LevelUI>(); levelScript.Initialize(level); } }
// Use this for initialization void Start() { // Saving Data SaveData saveData = new SaveData(); saveData.testString = testString; SaveEngine.Save("testSave01", saveData); // Loading Data /*SaveData saveData = SaveEngine.Load ("testSave01"); * * testString = saveData.testString; * * Debug.Log (testString);*/ }
// Start is called before the first frame update void Start() { this.selectedItem = null; this.selectedWarrior = null; this.warriors = SaveEngine.LoadWarriors(); this.gameManager = GetComponent <GameManager>(); this.warriorsPrefabs = GetComponent <WarriorPrefabs>(); foreach (var w in this.warriors) { var button = Instantiate(ButtonPrefab, this.WarriorsContainer.transform); button.onClick.AddListener(delegate { this.Selectitem(w, button); }); var text = button.GetComponentInChildren <Text>(); text.text = w.Name; this.ButtonPrefablist.Add(button); } }
public void SavePlayer() { SaveEngine.SavePlayer(this); }
public void LoadPlayer() { PlayerData data = SaveEngine.LoadPlayer(); level = data.level; }