public int getBankCoins() { CheckFirstInit(); string encryptedBankCoins = EasySave.Load <string>("BankCoins"); return(crypto.Decrypt <int>(encryptedBankCoins)); }
private void reinstantiateObjects() { //Load all of the GameObjects in Resources into an array Object[] resources = Resources.LoadAll(pathInResources, typeof(GameObject)); //Instantiate the appropriate GameObjects by comparing the names //in the save file to the names of the objects in Resources string[] names = EasySave.loadStringArray("names.txt"); instantiatedObjs = new GameObject[names.Length]; for (int i = 0; i < names.Length; i++) { foreach (Object go in resources) { if ((go as GameObject).name == names[i]) { instantiatedObjs[i] = Instantiate(resources[i]) as GameObject; instantiatedObjs[i].name = resources[i].name; } } } //Now apply the transforms using the version of 'loadTransformArray' //which automatically applys the transforms to an array of game objects. EasySave.loadTransformArray("transforms.txt", instantiatedObjs); objectsDestroyed = false; }
public static void DeleteNode(GameObject node) { if (node.tag == "CentralTopic") { // remember the name of the map string mapName = GameObject.FindObjectOfType <MindMap>().mapName; EasySave.Save("ResetMapName", mapName); EasySave.Save("isMapReset", true); SceneManager.LoadScene(0); } foreach (var go in node.GetComponent <Node>().nextNodes) { if (go != null) { DeleteNode(go); } } //delete relationship Destroy(node.GetComponent <Node>().relationship); // delete node Destroy(node); }
private void CheckFirstInit() { //If no key, then save 0 coins in bank. if (!EasySave.HasKey <string>("BankCoins")) { EasySave.Save("BankCoins", crypto.Encrypt(0)); } }
private void OnApplicationPause(bool pause) { EasySave.Save("Lvl0Cleared", Lvl0Cleared); EasySave.Save("Lvl1Cleared", Lvl1Cleared); EasySave.Save("Lvl2Cleared", Lvl2Cleared); EasySave.Save("Lvl3Cleared", Lvl3Cleared); EasySave.Save("Lvl4Cleared", Lvl4Cleared); EasySave.Save("Lvl5Cleared", Lvl5Cleared); }
private void OnApplicationQuit() { EasySave.Save("Lvl0Cleared", Lvl0Cleared); EasySave.Save("Lvl1Cleared", Lvl1Cleared); EasySave.Save("Lvl2Cleared", Lvl2Cleared); EasySave.Save("Lvl3Cleared", Lvl3Cleared); EasySave.Save("Lvl4Cleared", Lvl4Cleared); EasySave.Save("Lvl5Cleared", Lvl5Cleared); }
public void AddCoins(int Coins) { int BankCoins = getBankCoins(); BankCoins += Coins; EasySave.Save("BankCoins", crypto.Encrypt(BankCoins)); ((DeathSG)UIManager.Instance.DeathSG).UpdateBankTMP(); }
private void Awake() { if (EasySave.HasKey <bool>("FirstRun")) { Lvl0Cleared = EasySave.Load <bool>("Lvl0Cleared"); Lvl1Cleared = EasySave.Load <bool>("Lvl1Cleared"); Lvl2Cleared = EasySave.Load <bool>("Lvl2Cleared"); Lvl3Cleared = EasySave.Load <bool>("Lvl3Cleared"); Lvl4Cleared = EasySave.Load <bool>("Lvl4Cleared"); Lvl5Cleared = EasySave.Load <bool>("Lvl5Cleared"); } }
void Start() { creationManager = GameObject.FindObjectOfType <CreationManager>(); selectionManager = GameObject.FindObjectOfType <SelectionManager>(); movingManager = GameObject.FindObjectOfType <MovingManager>(); if (EasySave.Load <bool>("isMapReset")) { isSaved = false; EasySave.Delete <bool>("isMapReset"); } }
private void Start() { // Get Rid of this line of code when game is finished FirstRunCompleted = true; if (!FirstRunCompleted) { FirstRunCompleted = true; EasySave.Save("FirstRun", FirstRunCompleted); } CreditsPanel.SetActive(false); }
/// <summary> /// Checks score against high score and saves if higher /// </summary> private void CheckHigherScore() { // If new high score if (score > highScore) { highScore = score; EasySave.Save("highscore", crypto.Encrypt(highScore)); // Store high score ((DeathSG)UIManager.Instance.DeathSG).UpdateScoresTMP("new highscore\n" + score, ""); } else { ((DeathSG)UIManager.Instance.DeathSG).UpdateScoresTMP("score " + score, "high score " + highScore); } }
/// <param name="Coins"></param> /// <returns>True if successful deduction</returns> public bool DeductCoins(int Coins) { int BankCoins = getBankCoins(); if (BankCoins >= Coins) { BankCoins -= Coins; EasySave.Save("BankCoins", crypto.Encrypt(BankCoins)); ((DeathSG)UIManager.Instance.DeathSG).UpdateBankTMP(); return(true); } return(false); }
// Start is called before the first frame update void Start() { LeanTween.move(RTMText, GoTo.position, 2f).setEase(Curve); StartCoroutine(moveout()); ttitty = Time.time + random(); collsizerslider = CollSizer.GetComponent <Slider>(); sizerslider = Sizer.GetComponent <Slider>(); speederslider = Speeder.GetComponent <Slider>(); frequencyslider = Frequencyx.GetComponent <Slider>(); collsize = EasySave.Load <float>("collsize", 1f); collsizerslider.value = collsize; size = EasySave.Load <float>("size", 50); sizerslider.value = size; speed = EasySave.Load <float>("speed", 50000); speederslider.value = speed; Frequency = EasySave.Load <float>("frequency", 1); frequencyslider.value = Frequency; }
public void Init() { crypto = new Cryptography(); score = 0; if (EasySave.HasKey <string>("highscore")) { highScore = getHighscore(); } else { highScore = 0; } UpdateInGameScoreUI(); // Set initial score in UI }
// Start is called before the first frame update void Start() { string mapName = EasySave.Load <string>("ResetMapName"); if (mapName != null) { GameObject.Find("Main Menu").GetComponent <MainMenu>().CreateMap(); Spawner[] spawners = GameObject.FindObjectsOfType <Spawner>(); foreach (var spawner in spawners) { spawner.doCreateWithCustomName = true; spawner.mapName = mapName; } } EasySave.Delete <string>("ResetMapName"); Destroy(gameObject); }
private void saveAndDestroyObjects() { // Create an array containing the transform of each object // and another with the name of each object Transform[] ts = new Transform[instantiatedObjs.Length]; string[] names = new string[instantiatedObjs.Length]; for (int i = 0; i < instantiatedObjs.Length; i++) { ts[i] = instantiatedObjs[i].transform; names[i] = instantiatedObjs[i].name; Destroy(instantiatedObjs[i]); } // Save our arrays using EasySave into two seperate files EasySave.save(ts, "transforms.txt"); EasySave.save(names, "names.txt"); objectsDestroyed = true; }
void settings() { print("yomom" + Settings.gameObject.activeInHierarchy); if (!Settings.gameObject.activeInHierarchy) { print("imdoinit"); Settings.gameObject.SetActive(true); Time.timeScale = 0; } else { Time.timeScale = 1; Settings.gameObject.SetActive(false); EasySave.Save("collsize", collsize); EasySave.Save("size", size); EasySave.Save("speed", speed); EasySave.Save("frequency", Frequency); } }
private void Awake() { //Pass whatever you want to save in the function. EasySave.Save("my-int", 42); EasySave.Save("my-class", new MyClass(231, new List <int> { 23, 33 })); //Load your values with the key as a parameter and specify the type in the <>. Debug.Log("Loaded int: " + EasySave.Load <int>("my-int")); Debug.Log("Loaded MyClass: \n" + EasySave.Load <MyClass>("my-class")); //Loading with default value: defaultValue is returned if the key doesn't exist. Debug.Log("Loaded string: \"" + EasySave.Load("key", "Default Value") + "\""); //Does a key exist Debug.Log("The key \"int-key\" exists: " + EasySave.HasKey <int>("int-key")); Debug.Log("The key \"my-int\" exists: " + EasySave.HasKey <int>("my-int")); //Delete a key and it's values EasySave.Delete <int>("my-int"); Debug.Log("The key \"my-int\" has been deleted. "); }
private void OnGUI() { // Display Save & Destroy button if (GUI.Button(new Rect(10, 10, 180, 50), "Save & Destroy Mesh")) { MeshFilter ms = (GetComponent(typeof(MeshFilter)) as MeshFilter); EasySave.saveMesh(ms.mesh, "myMesh.mesh"); Destroy(ms.mesh); } // If save file exists, display the load and delete buttons if (EasySave.fileExists("myMesh.mesh")) { //Load Button if (GUI.Button(new Rect(10, 100, 180, 50), "Load Mesh")) { (GetComponent(typeof(MeshFilter)) as MeshFilter).mesh = EasySave.loadMesh("myMesh.mesh"); } //Delete Button if (GUI.Button(new Rect(10, 200, 180, 50), "Delete Saved Mesh File")) { EasySave.deleteFile("myMesh.mesh"); } } }
private int getHighscore() { return(crypto.Decrypt <int>(EasySave.Load <string>("highscore"))); }