public void ClosePanel()
    {
        PlayerDataTransfer.SavePlayerData(player);

        this.gameObject.SetActive(false);

        int availableSkillCount = player.knownSkills.Count;
        int equippedSkillCount  = player.equippedSkills.Count;

        if (availableSkillCount != 0)
        {
            var skillSlots = availableSkillsList.GetComponentsInChildren <SkillSlot>();

            foreach (var skill in skillSlots)
            {
                Destroy(skill.gameObject);
            }
        }

        if (equippedSkillCount != 0)
        {
            var skillSlots = equippedSkillsList.GetComponentsInChildren <SkillSlot>();

            foreach (var skill in skillSlots)
            {
                Destroy(skill.gameObject);
            }
        }

        TownManager townManager = FindObjectOfType <TownManager>();

        townManager.megaBossButton.gameObject.SetActive(true);
        townManager.normalBossButton.gameObject.SetActive(true);
    }
Example #2
0
    public void NextFight_Button()
    {
        //need to set up save/load data here
        PlayerDataTransfer.SavePlayerData(playerData);

        FightManager manager = FindObjectOfType <FightManager>();

        manager.SavePlayerData();

        SceneManager.LoadScene(2);
    }
 public void Save_Button()
 {
     try
     {
         SaveScript.SaveData(PlayerDataTransfer.LoadPlayerData());
         StartCoroutine(SaveSuccessRoutine());
     }
     catch (System.Exception)
     {
         Debug.Log("save error");
     }
 }
Example #4
0
    public void ReturnToTown_Button()
    {
        //need to set up save/load data here
        PlayerDataTransfer.SavePlayerData(playerData);

        FightManager manager = FindObjectOfType <FightManager>();

        manager.SavePlayerData();

        levelUpIndicator.SetActive(false);

        SceneManager.LoadScene(1);
    }
Example #5
0
    private void CreateNewPlayer(string playerName)
    {
        PlayerDataUnit newPlayer = new PlayerDataUnit();

        newPlayer.unitName             = playerName;
        newPlayer.unitLevel            = 1;
        newPlayer.unitPower            = 10;
        newPlayer.maxHP                = 50;
        newPlayer.unitIntelligence     = 10;
        newPlayer.unitSpeed            = 2;
        newPlayer.expToLevel           = 50;
        newPlayer.currentExp           = 0;
        newPlayer.availableStatPoints  = 0;
        newPlayer.availableSkillPoints = 0;

        PlayerDataTransfer.SavePlayerData(newPlayer);
    }
Example #6
0
    private void InitializePlayer()
    {
        playerUnit = Instantiate(playerPrefab, playerBattleStation.position, playerBattleStation.rotation).GetComponent <PlayerUnit>();

        playerUnit.GetComponent <PlayerUnit>().OnLevelUp += OnPlayerLevelUp;

        var playerData = PlayerDataTransfer.LoadPlayerData();

        playerUnit.unitName         = playerData.unitName;
        playerUnit.unitLevel        = playerData.unitLevel;
        playerUnit.unitPower        = playerData.unitPower;
        playerUnit.unitDex          = playerData.unitSpeed;
        playerUnit.maxHP            = playerData.maxHP;
        playerUnit.currentHP        = playerData.maxHP;
        playerUnit.unitIntelligence = playerData.unitIntelligence;
        //playerUnit.currentMP = 0;
        playerUnit.currentExp           = playerData.currentExp;
        playerUnit.expToLevel           = playerData.expToLevel;
        playerUnit.totalGold            = playerData.totalGold;
        playerUnit.availableStatPoints  = playerData.availableStatPoints;
        playerUnit.availableSkillPoints = playerData.availableSkillPoints;

        playerUnit.knownSkills    = playerData.knownSkills;
        playerUnit.equippedSkills = playerData.equippedSkills;

        for (int i = 0; i < playerUnit.equippedSkills.Count; i++)
        {
            skillButtons[i].SetActive(true);
            Button skillButton = skillButtons[i].GetComponent <Button>();
            var    buttonText  = skillButton.GetComponentInChildren <Text>();
            if (buttonText != null)
            {
                buttonText.text = playerUnit.equippedSkills[i].SkillName;
            }
        }

        playerHUD.SetHP(playerUnit.currentHP);
        playerHUD.SetMP(playerUnit.CurrentMP);
        playerHUD.SetXp(playerUnit.currentExp);
    }
Example #7
0
    public static bool LoadData()
    {
        if (File.Exists(filePath))
        {
            SaveData       save;
            PlayerDataUnit newPlayer = new PlayerDataUnit();

            var binaryFormatter = new BinaryFormatter();

            using (var fileStream = File.Open(filePath, FileMode.Open))
            {
                save = (SaveData)binaryFormatter.Deserialize(fileStream);
            }

            newPlayer.unitName             = save.SavedName;
            newPlayer.unitLevel            = save.SavedLevel;
            newPlayer.maxHP                = save.SavedHP;
            newPlayer.currentHP            = save.SavedHP;
            newPlayer.unitIntelligence     = save.SavedIntelligence;
            newPlayer.currentMP            = save.SavedIntelligence;
            newPlayer.unitSpeed            = save.SavedDex;
            newPlayer.availableStatPoints  = save.SavedStatPoints;
            newPlayer.unitPower            = save.SavedPower;
            newPlayer.expToLevel           = save.SavedXpToLvl;
            newPlayer.availableSkillPoints = save.SavedSkillPoints;
            newPlayer.knownSkills          = save.SavedKnownSkills;
            newPlayer.equippedSkills       = save.SavedEquippedSkills;

            PlayerDataTransfer.SavePlayerData(newPlayer);

            Debug.Log("Data Loaded");
            return(true);
        }
        else
        {
            Debug.LogWarning("Save file doesn't exist");
            return(false);
        }
    }
Example #8
0
 public void SavePlayerData()
 {
     PlayerDataTransfer.SavePlayerData(playerUnit);
 }
 private void SavePlayerData()
 {
     PlayerDataTransfer.SavePlayerData(player);
 }