Example #1
0
    public void LoadStack()
    {
        stack = DataSaver.LoadData <Stacks>(DataSaver.stackFilePath);

        for (int i = 0; i < stack.items.Count; i++)
        {
            stack.items[i].sprite = ItemDatabase.sprites[stack.items[i].Id];
            GameObject tempNPC = Instantiate(stackSprite);
            tempNPC.GetComponent <SpriteRenderer>().sprite = stack.items[i].sprite;
            tempNPC.transform.SetParent(this.transform);
            tempNPC.transform.localScale    = new Vector3(0.16f / (this.transform.localScale.x / 0.4f), 0.16f / (this.transform.localScale.y / 0.4f), 0.16f);
            tempNPC.transform.localPosition = new Vector2(-1.7f + 0.2f * stacks.Count - 1.6f * (stacks.Count / 8), -0.9f + (stacks.Count / 8) * 0.3f);

            if (stack.items[i].Rank < 1)
            {
                tempNPC.GetComponentsInChildren <SpriteRenderer>()[1].color = new Color(0, 0, 0, 0);
            }
            else if (stack.items[i].Rank < 3)
            {
                tempNPC.GetComponentsInChildren <SpriteRenderer>()[1].color = new Color(1, 1, 0);
            }
            else if (stack.items[i].Rank < 5)
            {
                tempNPC.GetComponentsInChildren <SpriteRenderer>()[1].color = new Color(1, 0.5f, 0);
            }
            else if (stack.items[i].Rank == 5)
            {
                tempNPC.GetComponentsInChildren <SpriteRenderer>()[1].color = new Color(1, 0, 0);
            }

            stacks.Add(tempNPC);
        }
    }
Example #2
0
    void Start()
    {
        FloatingTextController.Initalize();

        sculpturePrefab      = Resources.Load <GameObject>("Prefabs/Sculpture/SculpturePrefabs");
        sculptMaterialPrefab = Resources.Load <GameObject>("Prefabs/Sculpture/Materials");

        //데이터 Load
        if (System.IO.File.Exists(DataSaver.filePath))
        {
            graver = DataSaver.LoadData <Graver>(DataSaver.filePath);
            RefreshDisplay();
        }
        else
        {
            graver = new Graver();
            graver.CurrentSculpture      = Inventory.database.FetchSculptureItemById(0);
            graver.CurrentSculptMaterial = Inventory.database.FetchMaterialItemById(0);
            Directory.CreateDirectory(Application.persistentDataPath + "/Data");
        }

        graver.CurrentSculpture.sprite = Inventory.database.FetchSculptureItemById(graver.CurrentSculpture.Id).sprite;
        animator = sprite.GetComponent <Animator>();
        Invoke("WaitCommand", 1f);
        StartCoroutine(IncreaseHealth());
        StartCoroutine(UpdateProgressBar());
    }
Example #3
0
    public void LoadExhibit()
    {
        storage = DataSaver.LoadData <Storage>(DataSaver.storageFilePath);

        for (int i = 0; i < storage.items.Count; i++)
        {
            storage.items[i].sprite = ItemDatabase.sprites[storage.items[i].Id];
            GameObject tempNPC = Instantiate(exhibit);
            tempNPC.GetComponent <SpriteRenderer>().sprite = storage.items[i].sprite;
            tempNPC.transform.SetParent(this.transform);
            tempNPC.transform.localScale    = new Vector3(0.16f / (this.transform.localScale.x / 0.4f), 0.16f / (this.transform.localScale.y / 0.4f), 0.16f);
            tempNPC.transform.localPosition = new Vector2(-1.7f + 0.5f * exhibits.Count - 4.0f * (exhibits.Count / 8), 0.9f - (exhibits.Count / 8) * 0.8f);

            if (storage.items[i].Rank == 0)
            {
                tempNPC.GetComponentsInChildren <SpriteRenderer>()[1].color = new Color(0, 0, 0, 0);
            }
            else if (storage.items[i].Rank < 3)
            {
                tempNPC.GetComponentsInChildren <SpriteRenderer>()[1].color = new Color(1, 1, 0);
            }
            else if (storage.items[i].Rank < 4)
            {
                tempNPC.GetComponentsInChildren <SpriteRenderer>()[1].color = new Color(1, 0.5f, 0);
            }
            else if (storage.items[i].Rank == 5)
            {
                tempNPC.GetComponentsInChildren <SpriteRenderer>()[1].color = new Color(1, 0, 0);
            }

            exhibits.Add(tempNPC);
        }
    }
Example #4
0
    public static void LoadProgress()
    {
        PlayerData progress = DataSaver.LoadData();

        if (progress != null)
        {
            instance.accomplishedLevels = progress.levelProgress;
        }
    }
Example #5
0
    public static void LoadVolume()
    {
        PlayerData data = DataSaver.LoadData();

        if (data != null)
        {
            SetMusicVolume(data.musicVolume);
            SetSoundVolume(data.soundVolume);
        }
    }
Example #6
0
        public async static Task FillDatabase()
        {
            Database newDatabase = await DataSaver <Database> .LoadData("Database");

            Database.Current = newDatabase;
            if (Database.Current == null)
            {
                Functions.ResetDatabase();
            }
        }
Example #7
0
 public void Reset()
 {
     DataSaver.LoadData(playerParam, fileName);
     if (DataSaver.DeleteData(fileName))
     {
         newGameBackground.SetActive(true);
         playerParam.ToDefault(); //обнулить внутрений файл
         ReLoadGameSettings();    //обнулить внутрених юнитов и улучшения
     }
 }
Example #8
0
 public static void LoadGame()
 {
     ResetGame();
     // Teoricamente não é necessario reler o arquivo, mas faremos isso como medida de segurança,
     // assim evitamos que a variavel saveFile tenha sido alterada de alguma maneira em runtime
     saveFile = dataSaver.LoadData();
     // Aplica a situação do save slot atual nos arquivos do jogo
     saveFile.Load();
     // Carrega a nova cena
     SceneLoader.LoadOWScene(Party.Instance.currentMap, true);
 }
Example #9
0
 void OnEnable()
 {
     if (playerParam.levelEnd || !DataSaver.LoadData(playerParam, fileName))//что бы не загружать данные когда игрок завершил уровень.
     {
         newGameBackground.SetActive(true);
         return;
     }
     newGameBackground.SetActive(false);
     waveCount     = playerParam.waveCount;
     waveText.text = waveCount.ToString();
 }
Example #10
0
 void Start()
 {
     if (!DataSaver.LoadData(gameParam, "Game Param"))
     {
         CreateDataFiles();                                              //возможно стоит сделать подругому.
     }
     else
     {
         LoadData();
     }
     StartCoroutine(LoadAsync());
 }
Example #11
0
 void Start()
 {
     if (System.IO.File.Exists(DataSaver.upgradeFilePath))
     {
         upgradeInfo = DataSaver.LoadData <UpgradeInfo>(DataSaver.upgradeFilePath);
     }
     else
     {
         upgradeInfo = new UpgradeInfo();
     }
     npcController.regenTime = upgradeInfo.RegenTime;
 }
Example #12
0
    // Use this for initialization
    void Start()
    {
        speed = 1;

        if (System.IO.File.Exists(DataSaver.deliveryFilePath))
        {
            delivery = DataSaver.LoadData <Delivery>(DataSaver.deliveryFilePath);
        }
        else
        {
            delivery = new Delivery();
        }
        StartCoroutine(Delivery());
    }
Example #13
0
    void LoadData()
    {
        for (int i = 0; i < chapters.Length; i++)//chapters and levels
        {
            for (int a = 0; a < chapters[i].levels.Length; a++)
            {
                DataSaver.LoadData(chapters[i].levels[a], chapters[i].levels[a].levelName); //"Chapter" + i + " Levels");
            }
            DataSaver.LoadData(chapters[i], chapters[i].chapterName);                       //"Chapter" + i);
        }

        DataSaver.LoadData(gameParam, "Game Param");//game param

        for (int i = 0; i < awards.Length; i++)
        {
            DataSaver.LoadData(awards[i], awards[i].awardName);//"Award" + i);//awards
        }
    }
Example #14
0
 public void LoadInventory(int sort)
 {
     inventoryList[sort].ItemDataInfos = DataSaver.LoadData <List <ItemDataInfo> >(DataSaver.inventoryFilePath[sort]);
     for (int i = 0; i < inventoryList[sort].ItemDataInfos.Count; i++)
     {
         ItemDataInfo info = inventoryList[sort].ItemDataInfos[i];
         if (info.Slot != -1)
         {
             inventoryList[sort].Items[info.Slot] = info.Item;
             GameObject itemObj = Instantiate(inventoryItem);
             itemObj.GetComponent <ItemData>().ItemDataInfo           = info;
             itemObj.transform.GetChild(0).GetComponent <Text>().text = info.Amount.ToString();
             itemObj.transform.SetParent(inventoryList[sort].Slots[info.Slot].transform, false);
             itemObj.GetComponent <RectTransform>().anchoredPosition = Vector2.zero;
             inventoryList[sort].Items[info.Slot].sprite             = ItemDatabase.sprites[info.item.Id];
             itemObj.GetComponent <Image>().sprite = ItemDatabase.sprites[info.item.Id];
         }
     }
 }
Example #15
0
    // Use this for initialization
    void Start()
    {
        count = 0;

        if (System.IO.File.Exists(DataSaver.shopFilePath))
        {
            shopData = DataSaver.LoadData <ShopData>(DataSaver.shopFilePath);
        }
        else
        {
            shopData           = new ShopData();
            shopData.buiedData = new List <bool>();
            for (int i = 0; i < 33; i++)
            {
                shopData.buiedData.Add(false);
            }
            shopData.buiedData[0] = true;
        }
    }
Example #16
0
    public void StartGame()
    {
        if (!DataSaver.LoadData(playerParam, fileName))// если начали новую игру. кидаем сразу в бой
        {
            playerParam.ToDefault();
            ReLoadGameSettings();//обнуляем тукещих юнитов и улучшения
            playerParam.currentFileName = fileName;
            DataSaver.SaveData <PlayerSO>(playerParam, fileName);
            sceneC.SetSceneName("GameScene");
        }
        else //если продолжаем игру, переходим на маню улучшений
        {
            ReLoadGameSettings();
            animC.ChangeFrom(changeFromMenu);
            animC.ChangeTo(changeToMenu);
        }

        Debug.Log(playerParam.currentFileName);
    }
Example #17
0
    void LoadData()
    {
        UserData loadedData = DataSaver.LoadData <UserData>("userData");

        if (loadedData != null)
        {
            //this.messageList = loadedData.messageList;
            this.serverIP   = loadedData.serverIP;
            this.serverPort = loadedData.serverPort;
            return;
        }

        if (this.messageList == null)
        {
            this.messageList = new List <Message>();
        }

        this.serverIP   = "127.0.0.1";
        this.serverPort = 8010;

        SaveData();
        //this.messageList = new List<Message>();
    }
Example #18
0
    public void Upload()
    {
        makingPanelObject.SetActive(true);
        if (count != 0)
        {
            return;
        }

        makingSlotPanel = GameObject.Find("MakingSlotPanel");
        makingTopPanel  = GameObject.Find("MakingTopPanel");

        text  = makingTopPanel.GetComponentsInChildren <Text>();
        image = makingTopPanel.GetComponentsInChildren <Image>();

        //List 노출
        if (System.IO.File.Exists(DataSaver.makingFilePath))
        {
            makingInfo = DataSaver.LoadData <Dictionary <int, MakingInfo> >(DataSaver.makingFilePath);
            UpdateItemList();
        }
        else
        {
            BuyItem(Inventory.database.FetchSculptureItemById(0));
        }

        //graver이 가지고 있는 아이템 불러오기
        if (System.IO.File.Exists(DataSaver.filePath))
        {
            SelectItem(graverController.graver.CurrentSculpture);
        }
        else
        {
            SelectItem(Inventory.database.FetchSculptureItemById(0));
        }
        makingPanelObject.SetActive(false);
        count++;
    }
Example #19
0
        public void GameOver(bool isATie, GameplayState winner)
        {
            if (isATie)
            {
                panelScript.GameOver(true, "");
            }
            else
            {
                if (isInAiMode && !currentState.IsAiState())
                {
                    //when player wins agains AI, win history is added
                    PlayerData data = DataSaver.LoadData();
                    data.noOfWins += 1;
                    DataSaver.SaveData(data);
                }

                string wonChar = "X";
                if (GetCurrentState() == GameplayState.OSTATE)
                {
                    wonChar = "0";
                }
                panelScript.GameOver(false, wonChar);
            }
        }
Example #20
0
 public static PlayerData LoadPlayerData()
 {
     return(DataSaver.LoadData <PlayerData>("player") ?? new PlayerData());
 }
Example #21
0
 private void Start()
 {
     winHistory.text = "You have won " + DataSaver.LoadData().noOfWins + " times";
 }
Example #22
0
    public T LoadData(string path)
    {
        var temp = DataSaver.LoadData <T>(path);

        return(temp == null?GetDefault() : temp);
    }