public PlayerData(CustomisationSet set) { skin = set.skin; hair = set.hair; mouth = set.mouth; eyes = set.eyes; armour = set.armour; clothes = set.clothes; skinIndex = set.skinIndex; hairIndex = set.hairIndex; mouthIndex = set.mouthIndex; eyeIndex = set.eyeIndex; armourIndex = set.armourIndex; clothesIndex = set.clothesIndex; charName = set.charName; stats = new int[6]; stats[0] = set.stats[0] + set.tempStats[0]; stats[1] = set.stats[1] + set.tempStats[1]; stats[2] = set.stats[2] + set.tempStats[2]; stats[3] = set.stats[3] + set.tempStats[3]; stats[4] = set.stats[4] + set.tempStats[4]; stats[5] = set.stats[5] + set.tempStats[5]; CharacterClass characterClass = set.characterClass; }
public CharDataToSave(CustomisationSet custom) { //Textures skin = custom.skinIndex; hair = custom.hairIndex; mouth = custom.mouthIndex; eyes = custom.eyesIndex; armour = custom.armourIndex; clothes = custom.clothesIndex; //Stats strength = custom.stats[0] + custom.tempStats[0]; dexterity = custom.stats[1] + custom.tempStats[1]; constitution = custom.stats[2] + custom.tempStats[2]; wisdom = custom.stats[3] + custom.tempStats[3]; intelligence = custom.stats[4] + custom.tempStats[4]; charisma = custom.stats[5] + custom.tempStats[5]; //Char Class charClass = custom.className.text; //Char Race charRace = custom.raceName.text; health = custom.health; mana = custom.mana; //charRace = custom //characterName = custom.charName; //FOR GUI characterName = custom.charName; //FOR CANVAS }
public static void CustomisationSet(CustomisationSet player) { BinaryFormatter formatter = new BinaryFormatter(); string path = Application.persistentDataPath + "/CustomisationSet"; FileStream stream = new FileStream(path, FileMode.Create); CustomisationSave customSave = new CustomisationSave(player); formatter.Serialize(stream, customSave); stream.Close(); }
public SavedData(CustomisationSet custom) { skin = custom.skinIndex; hair = custom.hairIndex; mouth = custom.mouthIndex; eyes = custom.eyesIndex; armour = custom.armourIndex; clothes = custom.clothesIndex; charName = custom.characterName; }
public static void SavePlayer(CustomisationSet set) { BinaryFormatter formatter = new BinaryFormatter(); string path = Application.persistentDataPath + "/player.sav"; FileStream stream = new FileStream(path, FileMode.Create); PlayerData data = new PlayerData(set); formatter.Serialize(stream, data); stream.Close(); }
public PlayerData(CustomisationSet customisationset) { skin = customisationset.skinIndex; hair = customisationset.hairIndex; mouth = customisationset.mouthIndex; eyes = customisationset.eyesIndex; armour = customisationset.armourIndex; clothes = customisationset.clothesIndex; charName = customisationset.charName; statArray = customisationset.statArray; selectedClass = customisationset.selectedClass; }
public int[] stats = new int[6]; // Array containing 6 player stats public CustomisationSave(CustomisationSet player) { skinIndex = player.skinIndex; // Things to save, all meshes the player has selected to use on their character hairIndex = player.hairIndex; eyesIndex = player.eyesIndex; mouthIndex = player.mouthIndex; clothesIndex = player.clothesIndex; armourIndex = player.armourIndex; characterName = player.characterName; // The players name charClass = player.charClass.ToString(); // The players class charRace = player.charRace.ToString(); // The players race for (int i = 0; i < 6; i++) { stats[i] = (player.stats[i] + player.tempStats[i]); // a loop to cycle through all of the stats asscioated with each class that the player selects } }
public CustomisationSave(CustomisationSet player) { skinIndex = player.skinIndex; charClass = player.charClass.ToString(); charRace = player.charRace.ToString(); hairIndex = player.hairIndex; eyesIndex = player.eyesIndex; mouthIndex = player.mouthIndex; clothesIndex = player.clothesIndex; armourIndex = player.armourIndex; for (int i = 0; i < 6; i++) { stats[i] = (player.stats[i] + player.tempStats[i]); } }
public static void SaveData(CustomisationSet customisationset) { // Binary Formatter BinaryFormatter formatter = new BinaryFormatter(); // Save Path // string path = Application.persistentDataPath + "/" + player.name + ".format"; string path = Application.persistentDataPath + "/TheCakeIsALie.format"; // File Stream FileStream stream = new FileStream(path, FileMode.Create); // Data PlayerData playerdata = new PlayerData(customisationset); // Converts to Binary and dave the path formatter.Serialize(stream, playerdata); // End stream.Close(); }
public static void SavePlayerCustomisation(CustomisationSet custom) { // reference to binary formatter (this changing the code into binary language) BinaryFormatter formatter = new BinaryFormatter(); // path to save to "/save.rar" file string path = Application.persistentDataPath + "/Save.png"; // file stream create file at path FileStream stream = new FileStream(path, FileMode.Create); // dataToSave with player info SavedData data = new SavedData(custom); // format and serialize location and data formatter.Serialize(stream, data); // end stream.Close(); }
public static void SavePlayerData(CustomisationSet customSet) { //reference to binary formatter BinaryFormatter formatter = new BinaryFormatter(); //path to save to string path = Application.persistentDataPath + "/customChar.png"; //file stream create file at path FileStream stream = new FileStream(path, FileMode.Create); //dataToSave with player info CharDataToSave data = new CharDataToSave(customSet); //format and serialize location and data formatter.Serialize(stream, data); //end stream.Close(); Debug.Log("Saved"); }
public CustomData(CustomisationSet texture) { }
private void Awake() { instance = this; // Here, the key bindings are set to what is stored in the save file. If it is unable to find the stored (KeyCode), then the named input is set to a defined default KeyCode. fullPath = Application.dataPath + "/SaveData/Data/" + fileName + ".xml"; }