public void SaveSettings() { List <string> toSave = new List <string>(); toSave.Add(AudioManager.MusicVolume.ToString(System.Globalization.CultureInfo.InvariantCulture)); toSave.Add(AudioManager.SoundVolume.ToString(System.Globalization.CultureInfo.InvariantCulture)); toSave.Add(UseTrajectory.ToString()); FileSaverLoader.SaveToFile(toSave, miscsave); }
public void SaveToFile() { List <string> toSave = new List <string>(); for (int i = 0; i < levels.Count; i++) { toSave.Add(levels[i].CountryName + "#" + levels[i].LevelNum + "#" + levels[i].NumStars + "#" + levels[i].Score + "#" + levels[i].NumDonuts); } FileSaverLoader.SaveToFile(toSave, saveFile); }
public void SaveAllLevelInfoToFile() { GameProgress progress = new GameProgress(); progress.levelsPlayed = new bool[allLevels.Length]; for (int i = 0; i < allLevels.Length; i++) { progress.levelsPlayed[i] = allLevels[i].played; } FileSaverLoader.Save("gothere_saved_data.gd", progress); }
public void LoadSettings() { List <string> data = FileSaverLoader.LoadFromFile(miscsave); if (data == null || data.Count == 0) { //AudioManager.MusicVolume = 0.5f; AudioManager.SoundVolume = 1.0f; } else { AudioManager.MusicVolume = float.Parse(data[0].ToString(), System.Globalization.CultureInfo.InvariantCulture); AudioManager.SoundVolume = float.Parse(data[1].ToString(), System.Globalization.CultureInfo.InvariantCulture); UseTrajectory = bool.Parse(data[2].ToString()); } }
// Start is called before the first frame update void Start() { if (File.Exists(Application.persistentDataPath + "/gothere_saved_data.gd")) { GameProgress progress = FileSaverLoader.Load("gothere_saved_data.gd"); GameData.Instance.gameProgress = progress; if (continueMenuOption) { continueMenuOption.SetActive(true); } } else { if (continueMenuOption) { continueMenuOption.SetActive(false); } } }
public void LoadFromFile() { List <string> data = FileSaverLoader.LoadFromFile(saveFile); if (data == null) { return; } for (int i = 0; i < data.Count; i++) { string thisone = data[i]; string[] splitted = thisone.Split('#'); LevelState s = new LevelState(); s.CountryName = splitted[0]; s.LevelNum = int.Parse(splitted[1], System.Globalization.CultureInfo.InvariantCulture); s.NumStars = int.Parse(splitted[2], System.Globalization.CultureInfo.InvariantCulture); s.Score = int.Parse(splitted[3], System.Globalization.CultureInfo.InvariantCulture); s.NumDonuts = int.Parse(splitted[4], System.Globalization.CultureInfo.InvariantCulture); SetLevel(s.CountryName, s.Score, s.LevelNum, s.NumStars, s.NumDonuts); } }