// private void autoSaveNurture() { Nurture.Calendar calendar = NurtureMode.Calendar; CustomPlayerPrefs.SetInt(PlayerPrefsKey.YEAR, calendar.Year); CustomPlayerPrefs.SetInt(PlayerPrefsKey.MONTH, calendar.Month); Nurture.Character nurtureCharacter = NurtureMode.Character; int condition = (int)nurtureCharacter.Condition; CustomPlayerPrefs.SetInt(PlayerPrefsKey.CONDITION, condition); int actionCount = Manager.Instance.DT.Action.Count; for (int id = 0; id < actionCount; ++id) { string key = PlayerPrefsKey.GetKey(PlayerPrefsKey.ACTION_COUNT, id); CustomPlayerPrefs.SetInt(key, nurtureCharacter.GetActionCount(id)); } CustomPlayerPrefs.SetInt(PlayerPrefsKey.MONEY, nurtureCharacter.Money); CustomPlayerPrefs.SetInt(PlayerPrefsKey.STRESS, nurtureCharacter.Stress); CustomPlayerPrefs.SetInt(PlayerPrefsKey.STAMINA, nurtureCharacter.Stamina); CustomPlayerPrefs.SetInt(PlayerPrefsKey.INTELLECT, nurtureCharacter.Intellect); CustomPlayerPrefs.SetInt(PlayerPrefsKey.GRACE, nurtureCharacter.Grace); CustomPlayerPrefs.SetInt(PlayerPrefsKey.CHARM, nurtureCharacter.Charm); CustomPlayerPrefs.SetInt(PlayerPrefsKey.ATTACK, nurtureCharacter.Attack); CustomPlayerPrefs.SetInt(PlayerPrefsKey.DEFENSE, nurtureCharacter.Defense); CustomPlayerPrefs.SetInt(PlayerPrefsKey.LEADERSHIP, nurtureCharacter.Leadership); CustomPlayerPrefs.SetInt(PlayerPrefsKey.TACTIC, nurtureCharacter.Tactic); CustomPlayerPrefs.SetInt(PlayerPrefsKey.MORALITY, nurtureCharacter.Morality); CustomPlayerPrefs.SetInt(PlayerPrefsKey.GOODNESS, nurtureCharacter.Goodness); CustomPlayerPrefs.SetInt(PlayerPrefsKey.SENSIBILITY, nurtureCharacter.Sensibility); CustomPlayerPrefs.SetInt(PlayerPrefsKey.ARTS, nurtureCharacter.Arts); }
private void loadAllStat(Nurture.Character character) { if (null == character) { Log.Error("not found Nurture.Character"); return; } int stress = CustomPlayerPrefs.GetInt(PlayerPrefsKey.STRESS, -1); int stamina = CustomPlayerPrefs.GetInt(PlayerPrefsKey.STAMINA, -1); int intellect = CustomPlayerPrefs.GetInt(PlayerPrefsKey.INTELLECT, -1); int grace = CustomPlayerPrefs.GetInt(PlayerPrefsKey.GRACE, -1); int charm = CustomPlayerPrefs.GetInt(PlayerPrefsKey.CHARM, -1); int attack = CustomPlayerPrefs.GetInt(PlayerPrefsKey.ATTACK, -1); int defense = CustomPlayerPrefs.GetInt(PlayerPrefsKey.DEFENSE, -1); int leadership = CustomPlayerPrefs.GetInt(PlayerPrefsKey.LEADERSHIP, -1); int tactic = CustomPlayerPrefs.GetInt(PlayerPrefsKey.TACTIC, -1); int morality = CustomPlayerPrefs.GetInt(PlayerPrefsKey.MORALITY, -1); int goodness = CustomPlayerPrefs.GetInt(PlayerPrefsKey.GOODNESS, -1); int sensibility = CustomPlayerPrefs.GetInt(PlayerPrefsKey.SENSIBILITY, -1); int arts = CustomPlayerPrefs.GetInt(PlayerPrefsKey.ARTS, -1); character.Stress = stress; character.Stamina = stamina; character.Intellect = intellect; character.Grace = grace; character.Charm = charm; character.Attack = attack; character.Defense = defense; character.Leadership = leadership; character.Tactic = tactic; character.Morality = morality; character.Goodness = goodness; character.Sensibility = sensibility; character.Arts = arts; }