Example #1
0
    /** Save level before going to next */
    public bool SaveLevel(int level, int score, int timer)
    {
        savedName = currentUserName();
        if (savedName != null)
        {
            myFile = new EasyFileSave(savedName);
            if (myFile.Load())
            {
                Debug.Log("Level: " + level + " score: " + score + " Name:" + savedName + " Time: " + timer);
                myFile.Add("username", savedName);
                myFile.Add("level", level);
                myFile.Add("score", score);
                myFile.Add("timer", timer);
                if (myFile.Save())
                {
                    myFile.Dispose(); return(true);
                }
                else
                {
                    return(false);
                }
            }
        }

        return(false);
    }
Example #2
0
 public void SaveData()
 {
     totalShotBullet  += shotBullet;
     totalEnemyKilled += enemyKilled;
     myFile.Add("totalShotBullet", totalShotBullet);
     myFile.Add("totalEnemyKilled", totalEnemyKilled);
     myFile.Save();
 }
    public void SaveBreak(int cantidad, float barra)
    {
        EasyFileSave miarchivo = new EasyFileSave("Break");

        miarchivo.Add("barra", barra);
        miarchivo.Add("cantidad", cantidad);

        miarchivo.Save();
    }
 public void SaveInventory()
 {
     myFile.AddSerialized("inventory", inventoryManager.inventory);
     myFile.AddSerialized("eqItems", Player.GetComponent <PlayerEquippedItems>().EquippedItemsArray);
     myFile.AddSerialized("shop", shop.inventory);
     myFile.Add("gold", gold.Wealth);
     myFile.Add("encounter", gameManager.nextEncounterNumber);
     myFile.Save();
 }
    public void SaveOpciones(float valorMusica, float valorSFX)
    {
        EasyFileSave miarchivo = new EasyFileSave("Opciones");

        miarchivo.Add("Musica", valorMusica);
        miarchivo.Add("SFX", valorSFX);

        miarchivo.Save();
        Debug.Log("Opciones Guardado");
    }
        public void Save(TextAsset asset)
        {
            EasyFileSave file = new EasyFileSave(asset.name);

            file.Add("text", asset.text);
            file.Save();
            if (!allFileNames.Contains(asset.name))
            {
                AddToFileNames(asset.name);
            }
        }
Example #7
0
    /********** New game button **********/
    private void showInput()
    {
        // Debug.Log(field.text.ToString());

        nameFromUser = field.text.Trim().ToString();
        if (nameFromUser.Length != 0) // Check if name isn't blank
        {
            myFile = new EasyFileSave(nameFromUser);
            myFile.suppressWarning = false;

            /**  Check if username exist */
            if (myFile.Load())
            {
                Debug.Log("Username already exist");
                errorText.gameObject.SetActive(true);
                errorText.text = "Username already exist!";
            }
            else
            {
                /** we are going to save username */
                userData = new List <savedData>();
                userData.Add(new savedData {
                    username = nameFromUser, level = 0, score = 0, timer = 60
                });                                                                                      // Data set for new user
                myFile.AddSerialized("user", userData);
                myFile.Save();


                /** Save current username in currentUser.dat file */
                currentFile = new EasyFileSave("currentUserFile");
                currentFile.Add("currentUser", nameFromUser);
                currentFile.Save();
                if (myFile.Load() && currentFile.Load()) // Check if data saved
                {
                    myFile.Dispose();                    // Free data
                    currentFile.Dispose();               // Free data
                    FindObjectOfType <SceneLoader>().LoadNextScene();
                }
                else
                {
                    Debug.Log("Error while saving! Try again");
                }
            }
        }
        else
        {
            errorText.gameObject.SetActive(true);
        }
    }
    public void SaveHeroe(HeroeBase heroe)
    {
        EasyFileSave miarchivo = new EasyFileSave(heroe.nombre);

        miarchivo.Add("nombre", heroe.nombre);
        miarchivo.Add("HeroeVidaActual", heroe.vidaActual);
        miarchivo.Add("HeroeVidaBase", heroe.vidaBase);
        miarchivo.Add("HeroeManaActual", heroe.manaActual);
        miarchivo.Add("HeroeManaBase", heroe.manaBase);
        miarchivo.Add("HeroeFuerza", heroe.fuerza);
        miarchivo.Add("HeroeInteligencia", heroe.inteligencia);
        miarchivo.Add("HeroeResistenciaF", heroe.resistenciaF);
        miarchivo.Add("HeroeResistenciaM", heroe.resistenciaM);
        miarchivo.Add("HeroeVelocidad", heroe.velocidad);

        miarchivo.Add("HeroeXP", heroe.cantidadXP);
        miarchivo.Add("HeroeNivel", heroe.nivel);

        miarchivo.Save();

        Debug.Log(heroe.nombre + " Guardado");
    }
Example #9
0
    void Update()
    {
        // When [S] key is pressed: SAVE.
        if (Input.GetKeyUp(KeyCode.S))
        {
            Debug.Log(">> I'M GOING TO SAVE SOME DATA!" + "\n");

            // Some values.

            equipment = new List <string>();
            equipment.Add("Hammer");
            equipment.Add("Knife");
            equipment.Add("Rope");

            initialLocation = new Vector3(101.5f, -30.4f, 22f);

            coins = new Dictionary <string, int>();
            coins.Add("Copper", 1200);
            coins.Add("Silver", 450);
            coins.Add("Gold", 300);

            // Simple data.

            character = "Conan";
            age       = 30;
            strenght  = 300.5f;
            has_sword = true;
            has_bow   = false;

            myFile.Add("name", character);
            myFile.Add("age", age);
            myFile.Add("strenght", strenght);
            myFile.Add("has_sword", has_sword);
            myFile.Add("has_bow", has_bow);

            // GameObject data.

            myFile.Add("equipment", equipment);
            myFile.Add("coins", coins);
            myFile.Add("initialLocation", initialLocation);
            myFile.Add("player", gameObject.transform);

            // Class data (serialization).

            items = new List <Item>();
            items.Add(new Item {
                name = "Gold", quantity = 15000
            });
            items.Add(new Item {
                name = "Darts", quantity = 24
            });
            items.Add(new Item {
                name = "Potions", quantity = 10
            });

            myFile.AddSerialized("items", items);

            // Custom Extension for managing BoxCollider

            myFile.AddCustom("collider", gameObject.GetComponent <BoxCollider>(), "BoxCollider");

            // Save all the collected data.
            // At the end of the process, stored data is cleared to free memory.

            myFile.Save();

            Debug.Log(">> Data saved in: " + myFile.GetFileName() + "\n");
            ShowData();
        }

        // When [L] key is pressed: LOAD.
        if (Input.GetKeyUp(KeyCode.L))
        {
            // Load data from file.
            if (myFile.Load())
            {
                Debug.Log(">> I'M GOING TO USE LOADED DATA!" + "\n");

                // Simple data.

                character = myFile.GetString("name");
                age       = myFile.GetInt("age");
                strenght  = myFile.GetFloat("strenght");
                has_sword = myFile.GetBool("has_sword");
                has_bow   = myFile.GetBool("has_bow");

                // In this case, if 'nickname' key doesn't exist, 'user_1234' string is used.

                nickname = myFile.GetString("nickname", "user_1234");

                // GameObject data.

                equipment       = (List <string>)myFile.GetData("equipment");
                coins           = (Dictionary <string, int>)myFile.GetData("coins");
                initialLocation = myFile.GetUnityVector3("initialLocation");

                var tr = myFile.GetUnityTransform("player");
                gameObject.transform.position   = tr.position;
                gameObject.transform.rotation   = tr.rotation;
                gameObject.transform.localScale = tr.localScale;

                // Class data (serialization).

                items = (List <Item>)myFile.GetDeserialized("items", typeof(List <Item>));

                // Custom Extension for managing BoxCollider.

                var bc = myFile.GetCustom("collider", "BoxCollider");
                var thisBoxColllider = gameObject.GetComponent <BoxCollider>();
                thisBoxColllider.center = new Vector3 {
                    x = bc["centerX"].ToFloat(), y = bc["centerY"].ToFloat(), z = bc["centerZ"].ToFloat()
                };
                thisBoxColllider.isTrigger = bc["isTrigger"].ToBool();

                // Loaded data has been used as needed.
                // Stored data is manually cleared to free memory.

                myFile.Dispose();

                Debug.Log(">> Data loaded from: " + myFile.GetFileName() + "\n");
                ShowData();
            }
        }

        // When [A] key is pressed: APPEND.
        if (Input.GetKeyUp(KeyCode.A))
        {
            // Simple data.

            myFile.Add("nickname", "The Warrior");
            myFile.Add("age", 32);

            // Append this data to the current file content.
            // 'nickname' key is new, so its value is added to the file.
            // 'age' key already exists, so its current value is updated with this new one.

            myFile.Append();

            Debug.Log(">> New data added to: " + myFile.GetFileName() + "\n");
            Debug.Log(">> Age value updated to 32." + "\n");
            Debug.Log(">> Added nickname." + "\n");
        }

        // When [Del] key is pressed: FILE DELETE.
        if (Input.GetKeyUp(KeyCode.Delete))
        {
            // Delete this file.
            // This method clears stored data as well.

            myFile.Delete();

            Debug.Log(">> The file has been deleted." + "\n");
        }

        // When [T] key is pressed: SAVING AND LOADING DATA TEST.
        if (Input.GetKeyUp(KeyCode.T))
        {
            // Perform a test of writing and loading data.
            // -------------------------------------------

            myFile.Delete();

            // Add some values to the internal storage for saving and loading test.

            equipment = new List <string>();
            equipment.Add("Hammer");
            equipment.Add("Knife");
            equipment.Add("Rope");

            initialLocation = new Vector3(101.5f, -30.4f, 22f);

            character = "Conan";
            age       = 30;
            strenght  = 300.5f;
            has_sword = true;
            has_bow   = false;

            items = new List <Item>();
            items.Add(new Item {
                name = "Gold", quantity = 15000
            });
            items.Add(new Item {
                name = "Darts", quantity = 24
            });
            items.Add(new Item {
                name = "Potions", quantity = 10
            });

            myFile.Add("name", character);
            myFile.Add("age", age);
            myFile.Add("strenght", strenght);
            myFile.Add("has_sword", has_sword);
            myFile.Add("has_bow", has_bow);

            myFile.Add("equipment", equipment);
            myFile.Add("initialLocation", initialLocation);
            myFile.Add("player", gameObject.transform);

            myFile.AddSerialized("items", items);

            myFile.AddCustom("collider", gameObject.GetComponent <BoxCollider>(), "BoxCollider");

            // Test

            if (myFile.TestDataSaveLoad())
            {
                Debug.Log("<color=green>GOOD! Go to step 2!</color>\n");
            }
            else
            {
                Debug.Log("<color=red>OPS! SOMETHING WENT WRONG!</color>\n");
            }
        }
    }
Example #10
0
 private void SaveGame()
 {
     easyFileSave.Add("points", points);
     easyFileSave.Save();
 }
Example #11
0
    public void Save()
    {
        EasyFileSave myFile = new EasyFileSave();

        myFile.Add("PlayerLevel", player.level);
        myFile.Add("PlayerExp", player.playerExp);
        myFile.Add("GoalExp", player.goalExp);
        myFile.Add("PlayerGold", player.gold);
        myFile.Add("PlayerDiamond", player.diamond);
        myFile.Add("PlayerSkipForward", player.skipForward);
        myFile.Add("MonsterKillRecord", player.monsterKillRecord);
        myFile.Add("PlayerTotalScore", player.playerTotalCP);
        myFile.Add("StartScene", player.StartScene);
        myFile.Add("Volume", soundManager.masterVolume);
        myFile.Add("VolumeSprite", soundManager.isMute);
        for (int i = 0; i < player.CollectionItemsId.Count; i++)
        {
            if (!myFile.GetList <int>("PlayerCollection").Contains(i))
            {
                CollectionItemsId.Add(player.CollectionItemsId[i]);
            }
        }

        for (int i = 0; i < player.SkillItemsId.Count; i++)
        {
            if (!myFile.GetList <int>("PlayerSkills").Contains(i))
            {
                SkillsItemsId.Add(player.SkillItemsId[i]);
            }
        }

        for (int i = 0; i < player.DialogueProgress.Count; i++)
        {
            if (!myFile.GetList <int>("PlayerProgress").Contains(i))
            {
                PlayerProgressId.Add(player.DialogueProgress[i]);
            }
        }
        myFile.Add("PlayerSkills", SkillsItemsId);
        myFile.Add("PlayerCollection", CollectionItemsId);
        myFile.Add("PlayerProgress", PlayerProgressId);
        myFile.Save();
    }
Example #12
0
    public void SaveData()
    {
        totalShotBullet  += shotBullet;
        totalEnemyKilled += enemyKilled;
        totalEarnedCoin  += earnedCoin;
        totalHat         += hat;
        totalPotion      += potion;
        totalSword       += sword;

        myfile.Add("totalShotBullet", totalShotBullet);
        myfile.Add("totalEnemyKilled", totalEnemyKilled);
        myfile.Add("totalEarnedCoin", totalEarnedCoin);
        myfile.Add("totalHat", totalHat);
        myfile.Add("totalPotion", totalPotion);
        myfile.Add("totalSword", totalSword);
        myfile.Add("power", power);
        myfile.Add("defance", defance);
        myfile.Add("ability", ability);

        if (enemyKilled != 0 && bestEnemyKilled != 0 && shotBullet / enemyKilled <= bestShotBullet / bestEnemyKilled && enemyKilled > bestEnemyKilled)
        {
            bestShotBullet  = shotBullet;
            bestEnemyKilled = enemyKilled;
            myfile.Add("bestShotBullet", bestShotBullet);
            myfile.Add("bestEnemyKilled", bestEnemyKilled);
        }
        else if (bestShotBullet == 0 && bestEnemyKilled == 0)
        {
            bestShotBullet  = shotBullet;
            bestEnemyKilled = enemyKilled;
            myfile.Add("bestShotBullet", bestShotBullet);
            myfile.Add("bestEnemyKilled", bestEnemyKilled);
        }

        myfile.Save();
        shotBullet  = 0;
        enemyKilled = 0;
        earnedCoin  = 0;
        sword       = 0;
        hat         = 0;
        potion      = 0;
    }