Example #1
0
    //---------- SET CURRENT --------------

    //set outside of this file - usually with a level initializer
    public static void setCurrentLevel(string id)
    {
        foreach (LevelObj i in allLevelsData)
        {
            if (id == i.key)
            {
                currentLevelKey          = i.key;
                currentLevelDataFilePath = i.filePath;
                currentLevelData         = i.data;
            }
        }

        initializeLevelItems();
    }
Example #2
0
    public static void setLevelDataToDefault()
    {
        currentLevelData         = null;
        currentLevelKey          = null;
        currentLevelDataFilePath = null;

        allLevelsData = new List <LevelObj>();;

        l1 = new LevelObj();
        l2 = new LevelObj();
        l3 = new LevelObj();

        gameData = new GameDataObj();
        gameData.defaultAchievementsMisssions();

        gameLog = "";

        initLevelDataDefaults();

        saveAllLevelDataFiles();
    }
    // Use this for initialization
    void Start()
    {
        //set references
        countryMapOriginalLoc = countryPanel.transform.position;
        countryMapOriginalRot = countryPanel.transform.eulerAngles;

        countryDeployButton.GetComponent <RectTransform>().transform.localScale = new Vector3(0, 0, 0);

        countryDetailsLocShow   = countryDetails.transform.localPosition.x;
        countryDetailsLocHidden = countryDetailsLocShow + 8500;

        Vector3 tmp = countryDetails.transform.localPosition;

        tmp.x = countryDetailsLocHidden;

        countryDetails.transform.localPosition = tmp;

        ccBones = countryCompletedBones.GetComponent <UnityEngine.UI.Text> ();

        LeanTween.scale(countryDeployButton.GetComponent <RectTransform>(), new Vector3(0, 0, 0), 1.0f);

        //data
        country_data = GameManager.getLevelData(data_key);

        //logic
        countryLocked = !unlockedCheck();

        ui_setCountryState();

        ui_lockButtonOff();

        //GameManager.log ("country lock: " + countryLocked);

        UI_boneCountObj = UI_boneCount.GetComponent <UnityEngine.UI.Text> ();

        purchPan = purchasePanel.GetComponent <PanelPurchase> ();
    }
Example #4
0
    //------------ LOADING DATA ---------------

    public static void loadLevelDataFile(string lvl)
    {
        foreach (LevelObj i in allLevelsData)
        {
            if (i.key == lvl)
            {
                if (File.Exists(i.filePath))
                {
                    BinaryFormatter bf = new BinaryFormatter();
                    FileStream      fs = File.Open(i.filePath, FileMode.Open);

                    BasicLevelDataSerializable tmp = (BasicLevelDataSerializable)bf.Deserialize(fs);

                    i.data = tmp;

                    fs.Close();
                }
                else
                {
                    //log ("loadLevelDataFile() - file does not exist for: " + lvl);
                }
            }
        }
    }