private void LoginTimeFatigabilityPlus() { if (m_playerData.maxFatigability < m_playerSaveData.fatigability) { m_playerSaveData.saveTiem = System.DateTime.Now; BinaryManager.Save(m_playerSaveData, dataname); return; } System.TimeSpan tempTimeSpan = System.DateTime.Now - m_playerSaveData.saveTiem; while (tempTimeSpan < System.TimeSpan.Zero) { tempTimeSpan -= System.TimeSpan.FromSeconds(10f); m_playerSaveData.fatigability++; if (m_playerData.maxFatigability > m_playerSaveData.fatigability) { m_playerSaveData.fatigability = m_playerData.maxFatigability; break; } } m_playerData.fatigability = m_playerSaveData.fatigability; m_playerSaveData.saveTiem = System.DateTime.Now; BinaryManager.Save(m_playerSaveData, dataname); }
public void SavePlayerData(PlayerData _playerData) { m_playerData = _playerData; m_playerSaveData.level = m_playerData.level; m_playerSaveData.exp = m_playerData.exp; m_playerSaveData.gold = m_playerData.gold; m_playerSaveData.cash = m_playerData.cash; m_playerSaveData.fatigability = m_playerData.fatigability; BinaryManager.Save(m_playerSaveData, dataname); }
private void TimeSave() { m_playerSaveData.fatigability++; if (m_playerData.maxFatigability < m_playerSaveData.fatigability) { m_playerSaveData.fatigability = m_playerData.maxFatigability; } m_playerData.fatigability = m_playerSaveData.fatigability; m_playerSaveData.saveTiem = System.DateTime.Now; BinaryManager.Save(m_playerSaveData, dataname); }
private void Awake() { m_stageData = BinaryManager.Load <AllStageData>(dataName); if (stageDataSO == null) { stageDataSO = (StageDataScriptableObject)Resources.Load("Data/StageDataSO"); } if (m_stageData == null) { InitData(); } ConnectData(); BinaryManager.Save(m_stageData, dataName); }
private void InitData() { m_playerSaveData = new PlayerSaveData(); m_playerSaveData.charactorName = "name"; m_playerSaveData.level = 1; m_playerSaveData.exp = 0; m_playerSaveData.gold = 0; m_playerSaveData.fatigability = 10 + m_playerSaveData.level * 2; m_playerSaveData.inventoySize = 30; m_playerSaveData.playerSkillLevelData = new PlayerSkillLevelData(); m_playerSaveData.playerSkillLevelData.SkillLevelInfoDic = new Dictionary <string, int>(); string[] skillNames = SkillDataManager.Inst.GetSkillNames(); for (int i = 0; i < skillNames.Length; ++i) { m_playerSaveData.playerSkillLevelData.SkillLevelInfoDic.Add(skillNames[i], 1); } BinaryManager.Save(m_playerSaveData, dataname); }
public void SavePlayerData(PlayerData.DATA_ENUM _data_enum, int _value) { switch (_data_enum) { case PlayerData.DATA_ENUM.DATA_ENUM_LEVEL: m_playerSaveData.level = _value; break; case PlayerData.DATA_ENUM.DATA_ENUM_GOLD: m_playerSaveData.gold += _value; break; case PlayerData.DATA_ENUM.DATA_ENUM_CASH: m_playerSaveData.cash += _value; break; case PlayerData.DATA_ENUM.DATA_ENUM_FATIGABILITY: m_playerSaveData.fatigability = _value; break; } InitPlayerData(); BinaryManager.Save(m_playerSaveData, dataname); }
public void SaveSkillLevel() { m_playerSaveData.playerSkillLevelData = m_playerSkillLevel; BinaryManager.Save(m_playerSaveData, dataname); }
public void SaveAll() { manager.Save(); translations.Save(); namer.Save(); }
public void SaveStageData() { m_stageData.MainStageData = stageDataSO.MainStageData; m_stageData.maxStage = stageDataSO.maxStage; BinaryManager.Save(m_stageData, dataName); }