public void convertToMono(CharacterSaveData csd) { charName = csd.charName; pic = (Texture)Resources.Load("Textures/Characters/" + charName); max_health = csd.max_health; curr_health = csd.curr_health; max_mana = csd.max_mana; curr_mana = csd.curr_mana; attack = csd.attack; magic_attack = csd.magic_attack; defense = csd.defense; fireRes = csd.fireRes; wtrRes = csd.wtrRes; elecRes = csd.elecRes; holyRes = csd.holyRes; darkRes = csd.darkRes; for (var i = 0; i < csd.skills.Count; i++) { skills.Add(LoadSave.ls.gameObject.GetComponent <LoadSkillsXML>().find(csd.skills[i])); } for (var i = 0; i < csd.spells.Count; i++) { spells.Add(LoadSave.ls.gameObject.GetComponent <LoadSpellsXML>().find(csd.spells[i])); } }
public void SetupCharacter(CharacterSaveData character) { //从列表选择一个角色后 //取得角色预制索引 SelectedCharacter = character; CharacterIndex = SelectedCharacter.CharacterIndex; if (CharacterPresets.Length > 0) { //检查角色索引是否正确 if (CharacterIndex >= CharacterPresets.Length) { CharacterIndex = CharacterPresets.Length - 1; } if (CharacterIndex < 0) { CharacterIndex = 0; } //设置玩家名字和角色Key if (UnitZ.gameManager) { UnitZ.gameManager.UserName = SelectedCharacter.PlayerName; UnitZ.gameManager.CharacterKey = SelectedCharacter.CharacterKey; CharacterSelected = UnitZ.characterManager.CharacterPresets [CharacterIndex].CharacterPrefab.gameObject; } } }
//移除角色 public void RemoveCharacter(CharacterSaveData character) { string[] charactersList = PlayerPrefs.GetString("CHARACTERS").Split("," [0]); string characters = ""; string hasKey = character.CharacterKey; if (charactersList.Length > 0) { for (int i = 0; i < charactersList.Length; i++) { if (charactersList [i] != "" && charactersList [i] != hasKey) { characters += "," + charactersList [i]; } } PlayerPrefs.SetString("CHARACTERS", characters); PlayerPrefs.DeleteKey("CHARACTER_" + hasKey); PlayerPrefs.DeleteKey("CharacterIndex_" + hasKey); if (UnitZ.gameManager) { DeleteSave(UnitZ.gameManager.UserID, hasKey, character.PlayerName); } } }
//Function called from Character.cs to set skill values when loading from a save file public void LoadSkillValue(CharacterSaveData dataToLoad_) { //Loading martial skill values this.unarmed = dataToLoad_.unarmed; this.daggers = dataToLoad_.daggers; this.swords = dataToLoad_.swords; this.mauls = dataToLoad_.mauls; this.poles = dataToLoad_.poles; this.bows = dataToLoad_.bows; this.shields = dataToLoad_.shields; //Loading magic skill values this.arcaneMagic = dataToLoad_.arcaneMagic; this.holyMagic = dataToLoad_.holyMagic; this.darkMagic = dataToLoad_.darkMagic; this.fireMagic = dataToLoad_.fireMagic; this.waterMagic = dataToLoad_.waterMagic; this.windMagic = dataToLoad_.windMagic; this.electricMagic = dataToLoad_.electricMagic; this.stoneMagic = dataToLoad_.stoneMagic; //Loading non-combat skill values this.survivalist = dataToLoad_.survivalist; this.social = dataToLoad_.social; }
public void RemoveCharacter(CharacterSaveData character) { if (UnitZ.playerSave) { UnitZ.playerSave.RemoveCharacter(character); } }
//Constructor function for this class public PartySaveData(PartyGroup groupToSave_) { this.combatDist = groupToSave_.combatDistance; CreateTileGrid.TileColRow tileLocation = CreateTileGrid.globalReference.GetTileCoords(groupToSave_.GetComponent <WASDOverworldMovement>().currentTile); this.tileCol = tileLocation.col; this.tileRow = tileLocation.row; //Looping through all of the characters in the given party and getting their save data this.partyCharacters = new List <global::CharacterSaveData>(); for (int c = 0; c < groupToSave_.charactersInParty.Count; ++c) { //If the current character isn't null, we save it's data if (groupToSave_.charactersInParty[c] != null) { CharacterSaveData charData = new CharacterSaveData(groupToSave_.charactersInParty[c]); this.partyCharacters.Add(charData); } //If the current character slot is null, we add the empty slot else { this.partyCharacters.Add(null); } } }
//Function called from Character.cs to set skill values when loading from a save file public void LoadSkillValue(CharacterSaveData dataToLoad_) { //Loading the skill stat values this.strength = dataToLoad_.strength; this.finesse = dataToLoad_.finesse; this.willpower = dataToLoad_.willpower; this.spirit = dataToLoad_.spirit; //Loading martial skill values this.unarmed = dataToLoad_.unarmed; this.daggers = dataToLoad_.daggers; this.swords = dataToLoad_.swords; this.mauls = dataToLoad_.mauls; this.poles = dataToLoad_.poles; this.bows = dataToLoad_.bows; this.shields = dataToLoad_.shields; //Loading magic skill values this.arcaneMagic = dataToLoad_.arcaneMagic; this.enchantMagic = dataToLoad_.enchantMagic; this.holyMagic = dataToLoad_.holyMagic; this.darkMagic = dataToLoad_.darkMagic; this.fireMagic = dataToLoad_.fireMagic; this.waterMagic = dataToLoad_.waterMagic; this.windMagic = dataToLoad_.windMagic; this.electricMagic = dataToLoad_.electricMagic; this.stoneMagic = dataToLoad_.stoneMagic; }
public CharacterSaveData convertToSerializable() { CharacterSaveData csd = new CharacterSaveData(); csd.charName = charName; csd.max_health = max_health; csd.curr_health = curr_health; csd.max_mana = max_mana; csd.curr_mana = curr_mana; csd.attack = attack; csd.magic_attack = magic_attack; csd.defense = defense; csd.fireRes = fireRes; csd.wtrRes = wtrRes; csd.elecRes = elecRes; csd.holyRes = holyRes; csd.darkRes = darkRes; for (var i = 0; i < skills.Count; i++) { csd.skills.Add(skills[i].abilityName); } for (var i = 0; i < spells.Count; i++) { csd.spells.Add(spells[i].abilityName); } return(csd); }
public CharacterSaveData[] LoadAllCharacters() { string[] charactersList = PlayerPrefs.GetString("CHARACTERS").Split("," [0]); List <CharacterSaveData> chars = new List <CharacterSaveData> (); if (charactersList.Length > 0) { for (int i = 0; i < charactersList.Length; i++) { if (charactersList [i] != "") { CharacterSaveData ch = LoadCharacter(charactersList [i]); if (ch.PlayerName != "") { chars.Add(ch); } } } CharacterSaveData[] allCharacters = chars.ToArray(); return(allCharacters); } return(null); }
public void SetupCharacter(CharacterSaveData character) { // when you select a character from the list. // you will get character preset index. SelectedCharacter = character; CharacterIndex = SelectedCharacter.CharacterIndex; if (CharacterPresets.Length > 0) { // just chack if CharacterIndex is correct. if (CharacterIndex >= CharacterPresets.Length) { CharacterIndex = CharacterPresets.Length - 1; } if (CharacterIndex < 0) { CharacterIndex = 0; } // Set UserName and CharacterKey if (UnitZ.gameManager) { UnitZ.gameManager.UserName = SelectedCharacter.PlayerName; UnitZ.gameManager.CharacterKey = SelectedCharacter.CharacterKey; CharacterSelected = UnitZ.characterManager.CharacterPresets [CharacterIndex].CharacterPrefab.gameObject; } } }
public void Load(CharacterSaveData saveData) { characterName = saveData.CharacterName; HairColor = saveData.HairColor; EyeColor = saveData.EyeColor; SkinColor = saveData.SkinColor; TeamColor = saveData.TeamColor; }
public IActionResult Edit(int id, [FromBody] CharacterSaveData characterSaveData) { var character = _context.Characters.Find(id); _mapper.Map(characterSaveData, character); _context.SaveChanges(); return(NoContent()); }
private void SetupValues(ScrObjLibraryVariable iLib, CharacterSaveData saveData) { skills = new CharacterSkill[SKILL_SIZE]; for (int i = 0; i < saveData.skills.Count; i++) { skills[i] = (CharacterSkill)iLib.GetEntry(saveData.skills[i]); //Debug.Log("Found skill " + skills[i].uuid); } }
IEnumerator ShowSaveDialogCoroutine(string pathExtension, CharacterSaveData characterSaveData) { yield return(FileBrowser.WaitForSaveDialog(false, Application.persistentDataPath + Path.AltDirectorySeparatorChar + pathExtension, "Save File", "Save")); if (FileBrowser.Success) { SavaData.Instance.Save(characterSaveData, FileBrowser.Result); } }
//Constructor function for this class public PartySaveData(PartyGroup groupToSave_) { this.combatDist = groupToSave_.combatDistance; TileColRow tileLocation = TileMapManager.globalReference.GetTileCoords(groupToSave_.GetComponent <WASDOverworldMovement>().currentTile); this.tileCol = tileLocation.col; this.tileRow = tileLocation.row; //Looping through all of the characters in the given party and getting their save data this.partyCharacters = new List <global::CharacterSaveData>(); for (int c = 0; c < groupToSave_.charactersInParty.Count; ++c) { //If the current character isn't null, we save it's data if (groupToSave_.charactersInParty[c] != null) { CharacterSaveData charData = new CharacterSaveData(groupToSave_.charactersInParty[c]); this.partyCharacters.Add(charData); } //If the current character slot is null, we add the empty slot else { this.partyCharacters.Add(null); } } //Looping through all of the party inventory items to save their object references this.inventorySlots = new List <string>(); this.stackedItems = new List <string>(); for (int i = 0; i < groupToSave_.inventory.itemSlots.Count; ++i) { //Making sure the current inventory object isn't null if (groupToSave_.inventory.itemSlots[i] != null) { //Reference to the item's IDTag component IDTag itemTag = groupToSave_.inventory.itemSlots[i].GetComponent <IDTag>(); //Saving the IDTag info this.inventorySlots.Add(JsonUtility.ToJson(new PrefabIDTagData(itemTag))); //If the current item is a stack if (groupToSave_.inventory.itemSlots[i].currentStackSize > 1) { //Creating a new InventoryItemStackData class to store the item stack InventoryItemStackData stack = new InventoryItemStackData(i, itemTag, groupToSave_.inventory.itemSlots[i].currentStackSize); //Adding a serialized version of the stack data to our list of stacked items this.stackedItems.Add(JsonUtility.ToJson(stack)); } } //If the current item is null, we set a null slot to keep the empty space else { this.inventorySlots.Add(""); } } }
public static bool ValidateData(CharacterSaveData characterSaveData) { if (!Regex.IsMatch(characterSaveData.CharacterName, @"^[a-zA-Z]+$") && characterSaveData.CharacterName != "") { ActionText.Instance.SetActionText("Cannot load Data due to illegal value " + characterSaveData.CharacterName + " of " + nameof(characterSaveData.CharacterName), 5f); return(false); } ActionText.Instance.SetActionText("Data has been loaded successfully!", 2f); return(true); }
public IActionResult Create([FromBody] CharacterSaveData characterSaveData) { var character = _mapper.Map <Character>(characterSaveData); _context.Characters.Add(character); _context.SaveChanges(); var characterDetails = _mapper.Map <CharacterDetails>(character); return(CreatedAtAction(nameof(Get), new { id = 0 }, characterDetails)); }
/// <summary> /// 通过保存数据初始化 /// </summary> public void initCharacterUseLogicBySaveData(CharacterUseLogic logic, CharacterSaveData saveData, bool needFuncTool, bool needBindPlayer, bool isClientDrive) { CharacterUseData useData = createCharacterUseDataBySaveData(saveData); initUseLogicByUseData(logic, useData, needFuncTool, needBindPlayer, isClientDrive); if (saveData.cache != null) { logic.getFightLogic().loadCache(saveData.cache); } }
private void LoadValuesFromObject() { CharacterSaveData characterSaveData = currentEditableObject.GetComponent <Character>().Save(); this.characterSaveData = characterSaveData; characterName.text = this.characterSaveData.CharacterName; hairPicker.CurrentColor = this.characterSaveData.HairColor; eyePicker.CurrentColor = this.characterSaveData.EyeColor; skinPicker.CurrentColor = this.characterSaveData.SkinColor; teamPicker.CurrentColor = this.characterSaveData.TeamColor; Manager.Instance.TeamColour = this.characterSaveData.TeamColor; }
public bool CreateCharacter(CharacterSaveData character) { string charactersList = PlayerPrefs.GetString ("CHARACTERS"); if (SaveCharacter (character)) { charactersList += "," + character.PlayerName; PlayerPrefs.SetString ("CHARACTERS", charactersList); //Debug.Log (" character list " + charactersList); return true; } return false; }
//更新角色 public bool UpdateCharacter(CharacterSaveData character) { string hasKey = character.CharacterKey; //Debug.Log("Update Character " + hasKey + " " + PlayerPrefs.HasKey("CHARACTER_" + hasKey)); if (PlayerPrefs.HasKey("CHARACTER_" + hasKey)) { PlayerPrefs.SetString("CHARACTER_" + hasKey, character.PlayerName); PlayerPrefs.SetInt("CharacterIndex_" + hasKey, character.CharacterIndex); return(true); } return(false); }
/// <summary> /// 通过保存数据,创建使用数据 /// </summary> public CharacterUseData createCharacterUseDataBySaveData(CharacterSaveData saveData) { CharacterUseData data = GameC.factory.createCharacterUseData(); data.initDefault(); //1级 data.level = me.role.getLevel(); initMUnitUseBySave(data, saveData); initCharacterUseBySave(data, saveData); return(data); }
//角色存储数据 public CharacterSaveData LoadCharacter(string key) { //Debug.Log ("Load " + name); CharacterSaveData character = new CharacterSaveData(); string hasKey = key; if (PlayerPrefs.HasKey("CHARACTER_" + hasKey)) { character.PlayerName = PlayerPrefs.GetString("CHARACTER_" + hasKey); character.CharacterIndex = PlayerPrefs.GetInt("CharacterIndex_" + hasKey); character.CharacterKey = hasKey; } return(character); }
public void SelectCharacter(CharacterSaveData character) { // function for select character if (UnitZ.characterManager) { UnitZ.characterManager.SetupCharacter(character); } MainMenuManager menu = (MainMenuManager)GameObject.FindObjectOfType(typeof(MainMenuManager)); if (menu) { menu.OpenPanelByName("EnterWorld"); } }
public SupportContainer(CharacterSaveData saveData) { if (saveData == null) { roomNo = -1; supportValues = new List <SupportValue>(); return; } roomNo = saveData.roomNo; supportValues = new List <SupportValue>(); for (int i = 0; i < saveData.supports.Count; i++) { supportValues.Add(saveData.supports[i]); //Debug.Log("Added support value " + supportValues[i].uuid + " = " + supportValues[i].value); } }
//创建角色 public CreateResult CreateCharacter(CharacterSaveData character) { CreateResult res = new CreateResult(); string charactersList = PlayerPrefs.GetString("CHARACTERS"); character.CharacterKey = GetUniqueID(); res.CharacterKey = character.CharacterKey; res.IsSuccess = false; if (SaveCharacter(character)) { charactersList += "," + character.CharacterKey; PlayerPrefs.SetString("CHARACTERS", charactersList); res.IsSuccess = true; //Debug.Log (" character list " + charactersList); } return(res); }
public CharacterSaveData GetSaveData() { CharacterSaveData saveData = new CharacterSaveData(); saveData.Name = Name; saveData.Skills = Skills; saveData.Items = new List <ItemSaveData>(); foreach (Item item in Items) { saveData.Items.Add(new ItemSaveData(item)); } saveData.Advantages = new List <AdvantageSaveData>(); foreach (Advantage advantage in Advantages) { saveData.Advantages.Add(new AdvantageSaveData(advantage)); } return(saveData); }
public CharacterSheet(CharacterSaveData saveData) { Name = saveData.Name; Skills = saveData.Skills; Items = new List <Item>(); foreach (ItemSaveData isd in saveData.Items) { Items.Add(new Item(isd)); } Advantages = new List <Advantage>(); foreach (AdvantageSaveData asd in saveData.Advantages) { Advantages.Add(new Advantage(asd)); } ActivateAdvantages(); ActivateItems(); CalcEncumberance(); }
/// <summary> /// Gets the character saved data. /// </summary> /// <returns>The character saved data.</returns> /// <param name="name">Name of the character.</param> public static bool GetCharacterSavedData(CharacterId name, out CharacterSaveData data) { data = null; if (LoadedSaveFile == null) { Debug.Log("No loaded save file."); return(false); } for (int i = 0; i < LoadedSaveFile.m_savedCharacterData.Length; i++) { CharacterSaveData character = LoadedSaveFile.m_savedCharacterData[i]; if (character.m_id == name) { data = character; return(true); } } Debug.LogError(string.Format("Could not find character with name {0}", name.ToString())); return(false); }
protected override void initCharacterUseBySave(CharacterUseData uData, CharacterSaveData sData) { if (!_g21) { _m21 = instance.Type.GetMethod("initCharacterUseBySave", 2); _g21 = true; } if (_m21 != null && !_b21) { _b21 = true; _p2[0] = uData; _p2[1] = sData; appdomain.Invoke(_m21, instance, _p2); _p2[0] = null; _p2[1] = null; _b21 = false; } else { base.initCharacterUseBySave(uData, sData); } }
private void SetupValues(CharacterSaveData saveData, CharEntry cStacDatas, ClassEntry cClass) { charData = cStacDatas; currentClass = cClass; if (saveData == null) { return; } classLevels = new int[ClassWheel.CLASS_COUNT]; for (int i = 0; i < ClassWheel.CLASS_COUNT; i++) { if (i < saveData.classLevels.Length) { classLevels[i] = saveData.classLevels[i]; } } level = saveData.level; if (level == -1) { return; } currentExp = saveData.currentExp; eHp = saveData.eHp; eDmg = saveData.eDmg; eMnd = saveData.eMnd; eSpd = saveData.eSpd; eSkl = saveData.eSkl; eDef = saveData.eDef; //TODO calculate support boost. supportBoost = new Boost(); CalculateStats(); }
public void OpenCharacter() { State = 0; delta = 1; indexDelete = -1; if (Save) { Characters = Save.LoadAllCharacters (); if (Characters.Length > 0) { if (indexCharacter >= Characters.Length) indexCharacter = Characters.Length - 1; if (indexCharacter < 0) indexCharacter = 0; currentCharacter = Characters [indexCharacter]; PlayerIndex = currentCharacter.CharacterIndex; SetCharacter (); } } }
public void RemoveCharacter(CharacterSaveData character) { if (UnitZ.playerSave) { UnitZ.playerSave.RemoveCharacter (character); } }
public void DrawCharacterCreator() { switch (State) { case 0: GUI.skin.label.fontSize = 25; GUI.skin.label.alignment = TextAnchor.UpperCenter; GUI.Label (new Rect (Screen.width / 2 - 130, Screen.height / 2 - 50 + (-100 * delta), 260, 50), gameManage.UserName); if (GUI.Button (new Rect ((Screen.width - 210) + (300 * delta), 50, 160, 50), "Create")) { State = 1; delta = 1; } if (GUI.Button (new Rect ((Screen.width - 210) + (300 * delta), 105, 160, 50), "Characters")) { State = 3; delta = 1; Characters = Save.LoadAllCharacters (); } if (Characters.Length <= 0) { State = 1; } break; case 1: if(Characters.Length > 0){ if (GUI.Button (new Rect ((Screen.width - 210) + (300 * delta), 50, 160, 50), "Cancel")) { State = 0; delta = 1; } } GUI.BeginGroup (new Rect ((Screen.width / 2) - 520, (Screen.height / 2) - 125 + (-100 * delta), 1040, 300), ""); GUI.skin.label.alignment = TextAnchor.UpperCenter; GUI.skin.label.fontSize = 20; if (GUI.Button (new Rect (0, 0, 200, 300), CharactersIcon[0])) { characterCreate = new CharacterSaveData (); characterCreate.CharacterIndex = 0; State = 2; } GUI.Label (new Rect (0, 20, 200, 300), "Policeman"); if (GUI.Button (new Rect (210, 0, 200, 300), CharactersIcon[1])) { characterCreate = new CharacterSaveData (); characterCreate.CharacterIndex = 1; State = 2; } GUI.Label (new Rect (210, 20, 200, 300), "Farmer"); if (GUI.Button (new Rect (420, 0, 200, 300), CharactersIcon[2])) { characterCreate = new CharacterSaveData (); characterCreate.CharacterIndex = 2; State = 2; } GUI.Label (new Rect (420, 20, 200, 300), "Salaryman"); if (GUI.Button (new Rect (630, 0, 200, 300), CharactersIcon[3])) { characterCreate = new CharacterSaveData (); characterCreate.CharacterIndex = 3; State = 2; } GUI.Label (new Rect (630, 20, 200, 300), "Nu New"); if (GUI.Button (new Rect (840, 0, 200, 300), CharactersIcon[4])) { characterCreate = new CharacterSaveData (); characterCreate.CharacterIndex = 4; State = 2; } GUI.Label (new Rect (840, 20, 200, 300), "Doctor"); GUI.EndGroup (); break; case 2: if (GUI.Button (new Rect ((Screen.width - 210) + (300 * delta), 50, 160, 50), "Cancel")) { State = 0; delta = 1; } gameManage.UserName = GUI.TextField (new Rect (Screen.width / 2 - 130, Screen.height / 2 - 50 + (-100 * delta), 260, 50), gameManage.UserName); if (GUI.Button (new Rect (Screen.width / 2 - 130, Screen.height / 2 + 80 + (-100 * delta), 260, 50), "Create")) { characterCreate.PlayerName = gameManage.UserName; if (Save.CreateCharacter (characterCreate)) { OpenCharacter (); State = 3; } } break; case 3: GUI.skin.label.alignment = TextAnchor.MiddleLeft; GUI.skin.label.fontSize = 25; if (GUI.Button (new Rect ((Screen.width - 210) + (300 * delta), 50, 160, 50), "Close")) { State = 0; delta = 1; } scrollPosition = GUI.BeginScrollView (new Rect (Screen.width / 2 - 210, 50 + (300 * delta), 420, Screen.height - 200), scrollPosition, new Rect (0, 0, 400, 160 * Characters.Length)); for (int i=0; i<Characters.Length; i++) { if (GUI.Button (new Rect (0, i * 160, 340, 150),"")) { currentCharacter = Characters [i]; indexCharacter = i; PlayerPrefs.SetInt ("INDEX_CRE_CHAR", indexCharacter); SetCharacter (); State = 0; } GUI.DrawTexture (new Rect (0, i * 160, 100, 150), CharactersIcon[Characters [i].CharacterIndex]); GUI.Label (new Rect (120, i * 160, 370, 150), Characters [i].PlayerName); if(indexDelete == i){ if (GUI.Button (new Rect (350, i * 160, 50, 50),"No")) { indexDelete = -1; } if (GUI.Button (new Rect (350, (i * 160) + 60, 50, 50),"Yes")) { Save.RemoveCharacter(Characters [i]); OpenCharacter(); State = 3; } }else{ if (GUI.Button (new Rect (350, i * 160, 50, 50),"X")) { indexDelete = i; } } } GUI.EndScrollView (); break; } }
public bool SaveCharacter(CharacterSaveData character) { string hasKey = character.PlayerName; //Debug.Log ("Save Character " + hasKey + " " + PlayerPrefs.HasKey ("CHARACTER_" + hasKey)); if (!PlayerPrefs.HasKey ("CHARACTER_" + hasKey)) { PlayerPrefs.SetString ("CHARACTER_" + hasKey, character.PlayerName); PlayerPrefs.SetInt ("CharacterIndex_" + hasKey, character.CharacterIndex); return true; } return false; }
public void RemoveCharacter(CharacterSaveData character) { string[] charactersList = PlayerPrefs.GetString ("CHARACTERS").Split ("," [0]); string characters = ""; string hasKey = character.PlayerName; if (charactersList.Length > 0) { for (int i=0; i<charactersList.Length; i++) { if (charactersList [i] != "" && charactersList [i] != hasKey) { characters += "," + charactersList [i]; } } PlayerPrefs.SetString ("CHARACTERS", characters); PlayerPrefs.DeleteKey ("CHARACTER_" + hasKey); PlayerPrefs.DeleteKey ("CharacterIndex_" + hasKey); if(UnitZ.gameManager) DeleteSave(UnitZ.gameManager.UserID,character.PlayerName); } }
public CharacterSaveData LoadCharacter(string name) { //Debug.Log ("Load " + name); CharacterSaveData character = new CharacterSaveData (); string hasKey = name; if (PlayerPrefs.HasKey ("CHARACTER_" + hasKey)) { character.PlayerName = PlayerPrefs.GetString ("CHARACTER_" + hasKey); character.CharacterIndex = PlayerPrefs.GetInt ("CharacterIndex_" + hasKey); } return character; }
public void SelectCreateCharacter(int index) { characterCreate = new CharacterSaveData (); characterCreate.CharacterIndex = index; }
public void SetupCharacter(CharacterSaveData character) { SelectedCharacter = character; CharacterIndex = SelectedCharacter.CharacterIndex; if (CharacterPresets.Length > 0) { if (CharacterIndex >= CharacterPresets.Length) CharacterIndex = CharacterPresets.Length - 1; if (CharacterIndex < 0) CharacterIndex = 0; if (UnitZ.playerManager) { UnitZ.playerManager.characterBase = CharacterPresets [CharacterIndex].CharacterPrefab; } if (UnitZ.gameManager) UnitZ.gameManager.UserName = SelectedCharacter.PlayerName; } }
public void SelectCharacter(CharacterSaveData character) { if(UnitZ.characterManager) UnitZ.characterManager.SetupCharacter(character); MainMenuManager menu = (MainMenuManager)GameObject.FindObjectOfType (typeof(MainMenuManager)); if (menu) menu.OpenPanelByName ("EnterWorld"); }