public void GetSaveData <T>(SaveEnum key, T obj) where T : Transform { if (ES3.KeyExists(key.ToString())) { ES3.LoadInto <T>(key.ToString(), obj); } }
public void Load() { if (ES3.FileExists("SaveData")) { if (ES3.KeyExists("PlayerData", "SaveData")) { ES3.LoadInto <PlayerData>("PlayerData", "SaveData", this); Debug.Log("PlayerDataLoaded " + ", HealthLevel: " + HealthLevel + ", FireRateLevel: " + FireRateLevel + ", BulletDamageLevel:" + BulletDamageLevel + ", BulletNumLevel: " + BulletNumLevel + ", AttractorLevel: " + AttractorLevel + ", Sp: " + Sp); } } else { HealthLevel = 1; FireRateLevel = 1; BulletDamageLevel = 1; BulletNumLevel = 1; AttractorLevel = 1; Sp = 0; ES3.Save <PlayerData>("PlayerData", this, "SaveData"); Debug.Log("SaveData File Not found, PlayerData key created and loaded default values"); } }
private void LoadPlayer(string loadSlot) { ES3.LoadInto("Position", loadSlot, so.playerPosition); ES3.LoadInto("Health", loadSlot, so.health); ES3.LoadInto("Mana", loadSlot, so.mana); ES3.LoadInto("Lumen", loadSlot, so.lumen); ES3.LoadInto("XP", loadSlot, so.xpSystem); LoadInventory("Inventory", loadSlot, so.playerInventory, so.itemDatabase); }
void ISaveDataHelper.LoadInto <T>(string path, string key, T obj) where T : class { if (string.IsNullOrEmpty(path)) { ES3.LoadInto <T>(key, obj); } else { ES3.LoadInto <T>(key, obj, GetOrCreateSettings(path)); } }
private void LoadBools(string loadSlot) { ES3.LoadInto("Chests", loadSlot, so.chests); ES3.LoadInto("Doors", loadSlot, so.doors); ES3.LoadInto("Bosses", loadSlot, so.bosses); ES3.LoadInto("HealthCrystals", loadSlot, so.healthCrystals); ES3.LoadInto("ManaCrystals", loadSlot, so.manaCrystals); ES3.LoadInto("Cutscenes", loadSlot, so.cutscenes); ES3.LoadInto("Stashes", loadSlot, so.stashes); ES3.LoadInto("Quests", loadSlot, so.quests); }
public override void Enter() { value.UpdateValue(); if (value.IsNone || value.GetValue() == null) { HandleError("The 'Load Into' action requires an object to load the data into, but none was specified in the 'Value' field."); } else { ES3.LoadInto <object>(key.Value, value.GetValue(), GetSettings()); } }
private void LoadPlayer() { Player player = GetPlayer(); if (player != null && ES3.FileExists("PlayerInfo.json")) { ES3.LoadInto <Player>("Player", "PlayerInfo.json", player); player.GetRigidbody().position = ES3.Load <Vector2>("Position", "PlayerInfo.json"); } else { needToLoadPlayer = true; } }
/* * This is called when the scene first loads. * This is where we load our prefabs, if there are prefabs to load. */ void Start() { int count = ES3.Load <int>(id + "count", 0); // If there are prefabs to load, load them. if (count > 0) { // For each prefab we want to load, instantiate a prefab. for (int i = 0; i < count; i++) { InstantiatePrefab(); } // Load our List of Transforms into our prefab array. ES3.LoadInto <List <Transform> >(id, prefabInstances); } }
public void Load() { if (ES3.FileExists("SaveData")) { if (ES3.KeyExists(Level_ID + "_save", "SaveData")) { ES3.LoadInto(Level_ID + "_save", "SaveData", this); Debug.Log("Loaded " + this.name); } else { InitializeDefaultValues(); ES3.Save <LevelSaveData>(Level_ID + "_save", this, "SaveData"); Debug.Log("Initialized " + this.name + " with default values"); } } }
public void Load() { ES3.LoadInto("PartyMembers", "Party.json", partyMembers); ES3.LoadInto("Enemies", "Enemies.json", enemyList); activePartyMembers.Clear(); ES3.Load <List <string> >("ActiveParty", "ActiveParty.json").ForEach(member => activePartyMembers.Add(member)); partyMembers.ForEach(member => { foreach (Item item in member.equipment) { if (item != null && item.icon == null) { item.LoadSprite(); inventoryController.AddToListOfCurrentItems(item); } } }); }
/// <summary> /// 加载物体 /// </summary> /// <param name="key"></param> /// <param name="isself"></param> /// <param name="self"></param> /// <returns></returns> public GameObject loadGameObjectOrPrefab(string key, bool isself = false, GameObject self = null) { if (!ES3.KeyExists(key)) { throw new UnityException("没有" + key + "存在!"); } if (isself) { if (self != null) { ES3.LoadInto <GameObject>(key, self); return(self); } Debug.LogWarning("当前对象没有重载数据!"); return(self); } return(ES3.Load <GameObject>(key)); }
private void LoadNPCs() { NPC[] currentNPCs = GetNPCs(); if (GetNPCs().Length > 0) { for (int i = 0; i < currentNPCs.Length; i++) { try { ES3.LoadInto <NPC>("npc", "NPCs/" + currentNPCs[i].npcName + ".json", currentNPCs[i]); } catch { Debug.LogWarning("At index " + i + " something went wrong loading an NPC"); } } } else { needToLoadNPCs = true; } }
public void LoadSaveFile() { List <int> cellNum = new List <int>(); HexCell cell = new HexCell(); cellNum = ES3.Load <List <int> >("cellNum"); for (int i = 0; i < cellNum.Count; i++) { ES3.LoadInto <HexCell>("HexCell" + cellNum[i], cell); LoadTileToCell(hexGrid.cells[cellNum[i]], cell.currentInfo.shapeOfTile[0], cell.currentInfo.shapeOfTile[1], cell.currentInfo.shapeOfTile[2], hexGrid.cells[cellNum[i]].transform.localPosition, cell.visionField, cell.currentInfo); hexTileCounter.SetTiletoList(cell.currentInfo); } /* * * for(int i=0;i<10000;i++){ * if(ES3.KeyExists("HexCell"+i)){ * Debug.Log("Find Key: "+"HexCell"+i); * LoadTileToCell(hexGrid.cells[i], * ES3.Load<HexCell>("HexCell"+i).currentInfo.shapeOfTile[0], * ES3.Load<HexCell>("HexCell"+i).currentInfo.shapeOfTile[1], * ES3.Load<HexCell>("HexCell"+i).currentInfo.shapeOfTile[2], * hexGrid.cells[i].transform.localPosition, * ES3.Load<HexCell>("HexCell"+i).visionField, * ES3.Load<HexCell>("HexCell"+i).currentInfo); * hexTileCounter.SetTiletoList(ES3.Load<HexCell>("HexCell"+i).currentInfo); * * //hexGrid.cells[i] = hexCell; * //Debug.Log(coordinates); * }else{ * continue; * } * } */ }
public void LoadSave() { //load chunks if (ES3.KeyExists($"{worldName} chunk cashe")) { ES3.LoadInto($"{worldName} chunk cashe", chunks); worldSize = new Vector2Int(chunks.GetLength(0), chunks.GetLength(1)); chunkSize = new Vector2Int(chunks[0, 0].blocks.GetLength(0), chunks[0, 0].blocks.GetLength(1)); } else if (WorldCreation.tempChunks != null) { chunks = WorldCreation.tempChunks; worldSize = new Vector2Int(chunks.GetLength(0), chunks.GetLength(1)); chunkSize = new Vector2Int(chunks[0, 0].blocks.GetLength(0), chunks[0, 0].blocks.GetLength(1)); } else { Debug.LogError($"could not load {WorldManager.instance.worldName}"); CancelInvoke(); //display error //exit world } }
private void LoadTime(string loadSlot) => ES3.LoadInto("Time", loadSlot, so.timeOfDay);