public void CreateNewMap() { bricksList.Clear (); Destroy (container); playerS = PlayerSave.loadNew (); CreateMap (); }
public void LoadSave(PlayerSave save) { if (save.timePlayed != 0) { if (save.characters != null && save.characters.Length != 0) { // use the save's characters combined with any new characters in the Sector Manager character set var sectoManagerChars = new List <WorldData.CharacterData>(SectorManager.instance.characters); var newChars = new List <WorldData.CharacterData>(save.characters); foreach (var ch in sectoManagerChars) { if (newChars.TrueForAll(c => c.ID != ch.ID)) { newChars.Add(ch); } } SectorManager.instance.characters = newChars.ToArray(); } transform.position = save.position; } name = entityName = "player"; positionBeforeOscillation = transform.position.y; if (save.currentHealths.Length < 3) { maxHealth.CopyTo(currentHealth, 0); } else { currentHealth = save.currentHealths; } for (int i = 0; i < currentHealth.Length; i++) { if (currentHealth[i] > maxHealth[i]) { currentHealth[i] = maxHealth[i]; } } }
public void Load(int index) { gameIndex = index; if (SceneManager.GetSceneByName(mainMenu).isLoaded) { SceneManager.UnloadSceneAsync(mainMenu); } SceneManager.LoadScene(testPauseUI, LoadSceneMode.Additive); SceneManager.LoadScene(playerScene, LoadSceneMode.Additive); PlayerSave thisSave = SaveLoadHandler.LoadGame(gameIndex); if (thisSave == null) { Debug.Log("Room Not or First Save"); SceneManager.LoadScene(testLoadScene, LoadSceneMode.Additive); occuredEvents = new List <string>(); playerStartPos = Vector2.zero; currentMaxHealth = 6; keyItemStates = new List <KeyItemState>(); foreach (string s in keyItems) { keyItemStates.Add(new KeyItemState(s, false)); } } else { Debug.Log("Loading at room " + thisSave.lastSavePoint.roomName); SceneManager.LoadScene(thisSave.lastSavePoint.roomName, LoadSceneMode.Additive); playerStartPos = thisSave.lastSavePoint.location; occuredEvents = thisSave.eventsTriggered; currentMaxHealth = thisSave.currentMaxHealth; keyItemStates = new List <KeyItemState>(); foreach (KeyItemState s in thisSave.keyItems) { keyItemStates.Add(s); } } }
void InitData() { if (stageManager == null) { stageManager = Resources.Load("Scriptable/Stage/Stage Manager") as StageManager; } PlayerData playerProfile = new PlayerData(); PlayerSave.CreatePlayerData(playerProfile); foreach (Stage stage in stageManager.listStages) { if (stage.zone.isCommingSoon) { continue; } StageData stageData = new StageData(stage.zone, stage.levels); StageSave.CreateStageData(stageData); } }
private void OnCollisionEnter2D(Collision2D collision) { PlayerSave playerSave = FindObjectOfType <PlayerSave>(); Vector2 tweak = new Vector2(Random.Range(0f, 0.2f), Random.Range(0f, 0.2f)); AudioSource audioSource = GetComponent <AudioSource>(); if (collision.gameObject.tag == "Breakable") { AudioSource.PlayClipAtPoint(comboSFX[comboStage], Vector3.zero, playerSave.sfx); comboCountDown = comboLinkDuration; if (comboStage < maxComboStage) { comboStage++; } } else { AudioSource.PlayClipAtPoint(bounceSFX, Vector3.zero, playerSave.sfx); } GetComponent <Rigidbody2D>().velocity += tweak; }
void saveData() { if (levelId == 0) { if (score > highscore) { highscore = score; } } else { //var scoreRatio = (float)score / coinAmount; //if (scoreRatio == 0) { // progress [levelId] = 0; //} else if (scoreRatio > 0 && scoreRatio < 0.5) { // progress [levelId] = 1; //} else if (scoreRatio >= 0.5 && scoreRatio < 1) { // progress [levelId] = 2; //} else if (scoreRatio == 1) { // progress [levelId] = 3; //} else { // Debug.Log ("An error occured!"); //} } BinaryFormatter bf = new BinaryFormatter(); FileStream file = File.Create(Application.persistentDataPath + "/playerSave.dat"); PlayerSave data = new PlayerSave(); data.highscore = highscore; data.progress = progress; data.secrets = secrets; bf.Serialize(file, data); file.Close(); }
private static void Saving(PlayerSave save) { string path; if (Application.isEditor) { path = Path.Combine(Path.GetDirectoryName(Application.dataPath), "playerData.bin"); } else { path = Path.Combine(Application.persistentDataPath, "playerData.bin"); } Debug.Log("Save file path: " + path); //DEBUG if (!File.Exists(path)) //Create file if does not exist (avoid error in game after installation) { File.Create(path).Close(); } Stream stream = new FileStream(path, FileMode.Create, FileAccess.Write, FileShare.None); new BinaryFormatter().Serialize(stream, save); //Saving of the GameSave object in the binary file stream.Close(); }
public PlayerData(PlayerSave pSave) { //Variables statVal = new float[17]; statVal[0] = pSave.statVal_love; statVal[1] = pSave.statVal_charisma; statVal[2] = pSave.statVal_intellect; statVal[3] = pSave.statVal_loveEXP; statVal[4] = pSave.statVal_charismaEXP; statVal[5] = pSave.statVal_intellectEXP; statVal[6] = pSave.statVal_paper; statVal[7] = pSave.gameExists; statVal[8] = pSave.npc_gabbi; statVal[9] = pSave.setting_quality; statVal[10] = pSave.setting_resolutionIndex; statVal[11] = pSave.setting_isFullscreen; statVal[12] = pSave.setting_masterVolume; statVal[13] = pSave.setting_soundVolume; statVal[14] = pSave.setting_musicVolume; statVal[15] = pSave.progressID1; statVal[16] = pSave.stateID1; }
/// <summary> /// Returns Formatter to display latest chatacter save info /// </summary> /// <returns></returns> public Formatter[] ContainsSaves() { try { PlayerSave latest = GetLatestSave(); string message = String.Format("A saved character with name {0} ({1}HP, {2}STR, {3}AGI, {4}INT) was found.", latest.charName.TrimEnd(), latest.health, latest.strength, latest.agility, latest.intellect); Formatter[] characterFormatter = new Formatter[] { new Formatter(latest.charName.TrimEnd(), Color.CadetBlue), new Formatter(latest.health + "HP", Color.CadetBlue), new Formatter(latest.strength + "STR", Color.IndianRed), new Formatter(latest.agility + "AGI", Color.Yellow), new Formatter(latest.intellect + "INT", Color.MediumPurple) }; return(characterFormatter); } catch { return(null); } }
void LoadTexture() { PlayerData playerdata = PlayerSave.LoadData(); SetTexture("Skin", playerdata.skin); SetTexture("Hair", playerdata.hair); SetTexture("Mouth", playerdata.mouth); SetTexture("Eyes", playerdata.eyes); SetTexture("Clothes", playerdata.clothes); SetTexture("Armour", playerdata.armour); // Get a gameComponent text that shows it up //playerdata.charName; //playerdata.selectedClass); //playerdata.selectedClass); //Bad example down //character.GetComponentInParent<Transform>().name = playerdata.charName; /// //check to see if our save file for this character //if it doesn't then load the CustomSet level //if it does have a save file then load and SetTexture Skin, Hair, Mouth and Eyes from PlayerPrefs //grab the gameObject in scene that is our character and set its Object name to the Characters name }
private void UpdateWeapon() { var savedWeapons = PlayerSave.GetWeapons(); var minPosition = int.MaxValue; foreach (int position in savedWeapons.Keys) { if (minPosition > position) { minPosition = position; } } var newWeaponData = GameInstance.GetAvailableWeapon(savedWeapons[minPosition]); if (weaponData != newWeaponData) { weaponData = newWeaponData; if (characterModel != null && weaponData != null) { characterModel.SetWeaponModel(weaponData.rightHandObject, weaponData.leftHandObject, weaponData.shieldObject); } } }
public static PlayerSave CreateSave(string name, string checkpointName = null, string resourcePath = "") { string currentVersion = VersionNumberScript.version; PlayerSave save = new PlayerSave(); save.name = name; save.timePlayed = 0; save.presetBlueprints = new string[5]; save.currentHealths = new float[] { 1000, 250, 500 }; save.partInventory = new List <EntityBlueprint.PartInfo>(); save.sectorsSeen = new List <string>(); save.missions = new List <Mission>(); // this section contains default information for a new save. Edit this to change how the default save // is created. EntityBlueprint blueprint = ScriptableObject.CreateInstance <EntityBlueprint>(); blueprint.name = "Player Save Blueprint"; blueprint.parts = new List <EntityBlueprint.PartInfo>(); blueprint.coreSpriteID = "core1_light"; blueprint.coreShellSpriteID = "core1_shell"; blueprint.baseRegen = CoreUpgraderScript.GetRegens(blueprint.coreShellSpriteID); blueprint.shellHealth = CoreUpgraderScript.defaultHealths; save.currentPlayerBlueprint = JsonUtility.ToJson(blueprint); save.abilityCaps = CoreUpgraderScript.minAbilityCap; save.shards = 0; save.version = currentVersion; save.resourcePath = resourcePath; save.abilityHotkeys = new AbilityHotkeyStruct(); var savesDir = System.IO.Path.Combine(Application.persistentDataPath, "Saves"); Directory.CreateDirectory(savesDir); File.WriteAllText(System.IO.Path.Combine(savesDir, name), JsonUtility.ToJson(save)); return(save); }
public void LoadGame(string path) { //Set the current save to the path we retrived PlayerSave.SetSaveFile(path); //Load the save as it would still contain the previous one. PlayerSave.Load(); //Load all the game data for (int i = 0; i < rigidbodies.Length; i++) { //Apply the position, rotation and scale PlayerSave.GetTransform("rigidbody_" + i + "_pos", rigidbodies[i].transform); //Apply the colour rigidbodies[i].GetComponent <Renderer>().material.color = PlayerSave.GetColor("rigidbody_" + i + "_color", Color.white); //Apply the velocity rigidbodies[i].velocity = PlayerSave.GetVector3("rigidbody_" + i + "_velocity", Vector3.zero); //Apply the angular velocity rigidbodies[i].angularVelocity = PlayerSave.GetVector3("rigidbody_" + i + "_angularVelocity", Vector3.zero); } }
void SetUpSaves() { saves = new List <PlayerSave>(); paths = new List <string>(); icons = new List <SaveMenuIcon>(); string path = System.IO.Path.Combine(Application.persistentDataPath, "Saves"); if (!Directory.Exists(path)) { Directory.CreateDirectory(path); } else { string[] files = Directory.GetFiles(path); foreach (string file in files) { if (file.Contains("TestSave")) { continue; } try { string savejson = File.ReadAllText(file); PlayerSave save = JsonUtility.FromJson <PlayerSave>(savejson); saves.Add(save); paths.Add(file); } catch (System.Exception e) { Debug.LogError(e); continue; } } } }
public void LoadSave(PlayerSave save) { if (save.timePlayed != 0) { if (save.characters != null && save.characters.Length != 0) { // use the save's characters combined with any new characters in the Sector Manager character set var sectoManagerChars = new List <WorldData.CharacterData>(SectorManager.instance.characters); var newChars = new List <WorldData.CharacterData>(save.characters); foreach (var ch in sectoManagerChars) { if (newChars.TrueForAll(c => c.ID != ch.ID)) { newChars.Add(ch); } } SectorManager.instance.characters = newChars.ToArray(); } transform.position = save.position; } name = entityName = "player"; positionBeforeOscillation = transform.position.y; }
// Use this for initialization void Start() { paddle = FindObjectOfType <Paddle>(); launchArrow = FindObjectOfType <LaunchArrow>(); launchArrow.GetComponent <Renderer>().enabled = true; launchArrow.ball = this; this.transform.position = paddle.transform.position; BossEyeAndBrowMovement eyebrows = FindObjectOfType <BossEyeAndBrowMovement>(); if (eyebrows) { eyebrows.target = this.gameObject; } playerSave = FindObjectOfType <PlayerSave>(); if (playerSave == null) { sfxVolume = 1; } else { sfxVolume = playerSave.sfx; } GetComponent <AudioSource>().volume = FindObjectOfType <PlayerSave>().sfx; }
// Use this for initialization void Start() { playerS = PlayerSave.load (); CreateMap (); }
// Use this for initialization void Start() { playerSave = transform.GetComponent <PlayerSave>(); }
private void comboBox1_SelectedIndexChanged(object sender, EventArgs e) { foreach (var character in this._sh._playerSave) { if (character.Name.Equals(this.comboBox1.SelectedItem.ToString())) { _selectedCharacter = character; } } if (_selectedCharacter != null) { this.charNameText.Text = _selectedCharacter.Name; this.modelSelect.Text = _selectedCharacter.Proto; this.apCounter.Value = _selectedCharacter.Ap; this.relationshipCounter.Value = _selectedCharacter.Relationship; this.levelCounter.Value = _selectedCharacter.Stats.Level; this.expCounter.Value = _selectedCharacter.Stats.Xp; this.strenghtCounter.Value = _selectedCharacter.Stats.Strength; this.agilityCounter.Value = _selectedCharacter.Stats.Agility; this.percepCounter.Value = _selectedCharacter.Stats.Perception; this.enduranceCounter.Value = _selectedCharacter.Stats.Endurance; this.charismaCounter.Value = _selectedCharacter.Stats.Charisma; this.intelCounter.Value = _selectedCharacter.Stats.Intelligence; this.luckCounter.Value = _selectedCharacter.Stats.Luck; this._skEdit = new SkillEdit(this); this._skEdit.LoadSkills(this._selectedCharacter.Stats.Skills); this._pEdit = new PerkEdit(this); this._pEdit.LoadPerks(this._selectedCharacter.Stats.Perks); this.skinSelector.Text = this._selectedCharacter.Skin; this.beardSelector.Text = this._selectedCharacter.Beard; this.hairSelector.Text = this._selectedCharacter.Hair; this.hairColorSelector.Text = this._selectedCharacter.HairColor; this.headSelector.Text = this._selectedCharacter.Cap.Proto; this.headSkinSelector.Text = this._selectedCharacter.Cap.Skin; this.bagSelector.Text = this._selectedCharacter.Rucksack.Proto; this.bagSkinSelector.Text = this._selectedCharacter.Rucksack.Skin; this.faceSelector.Text = this._selectedCharacter.HeadMask.Proto; this.faceSkinSelector.Text = this._selectedCharacter.HeadMask.Skin; this.item1Selector.Text = this._selectedCharacter.Item1.Proto; this.item1SkinSelector.Text = this._selectedCharacter.Item1.Skin; if (this._selectedCharacter.Item1.Ammo != null) { this.item1AmmoSelector.Text = this._selectedCharacter.Item1.Ammo.Proto; this.item1AmmoCount.Value = this._selectedCharacter.Item1.Ammo.Count; } this.item2Selector.Text = this._selectedCharacter.Item2.Proto; this.item2SkinSelector.Text = this._selectedCharacter.Item2.Skin; if (this._selectedCharacter.Item2.Ammo != null) { this.item2AmmoSelector.Text = this._selectedCharacter.Item2.Ammo.Proto; this.item2AmmoCount.Value = this._selectedCharacter.Item2.Ammo.Count; } this.keywordsList.Items.Clear(); // I only added most interesting ones I could find in my save files, but there should be a lot more. this.keywordsList.Items.Add("CULT_CODE1: " + this._selectedCharacter.Keywords.CultCode1); this.keywordsList.Items.Add("CULT_CODE2: " + this._selectedCharacter.Keywords.CultCode2); this.keywordsList.Items.Add("PIN_VILLAGE_BUNKER_SAFE: " + this._selectedCharacter.Keywords.PinVillageBunkerSafe); } else { MessageBox.Show("No character selected has been found in the save file.", "No character found", MessageBoxButtons.OK, MessageBoxIcon.Error); } }
public void Initialize() { string currentPath; if (!File.Exists(Application.persistentDataPath + "\\CurrentSavePath")) { currentPath = Application.persistentDataPath + "\\TestSave"; } else { currentPath = File.ReadAllLines(Application.persistentDataPath + "\\CurrentSavePath")[0]; } if (File.Exists(currentPath)) { // Load string json = File.ReadAllText(currentPath); save = JsonUtility.FromJson <PlayerSave>(json); if (save.timePlayed != 0) { player.spawnPoint = save.position; } if (SectorManager.testJsonPath != null) { save.resourcePath = SectorManager.testJsonPath; } else if (save.resourcePath == "") { save.resourcePath = SectorManager.jsonPath; } player.cursave = save; SectorManager.instance.LoadSectorFile(save.resourcePath); taskManager.Initialize(true); // Re-init DialogueSystem.InitCanvases(); player.blueprint = ScriptableObject.CreateInstance <EntityBlueprint>(); player.blueprint.name = "Player Save Blueprint"; if (save.currentPlayerBlueprint != null && save.currentPlayerBlueprint != "") { JsonUtility.FromJsonOverwrite(save.currentPlayerBlueprint, player.blueprint); } else { Debug.LogError("Save should have been given a currentPlayerBlueprint by now."); player.blueprint.parts = new List <EntityBlueprint.PartInfo>(); player.blueprint.coreSpriteID = "core1_light"; player.blueprint.coreShellSpriteID = "core1_shell"; player.blueprint.baseRegen = CoreUpgraderScript.GetRegens(player.blueprint.coreShellSpriteID); player.blueprint.shellHealth = CoreUpgraderScript.defaultHealths; } player.abilityCaps = save.abilityCaps; player.shards = save.shards; player.SetCredits(save.credits); player.reputation = save.reputation; if (save.presetBlueprints.Length != 5) { save.presetBlueprints = new string[5]; } Camera.main.GetComponent <CameraScript>().Initialize(player); taskManager.taskVariables.Clear(); for (int i = 0; i < save.taskVariableNames.Length; i++) { taskManager.taskVariables.Add(save.taskVariableNames[i], save.taskVariableValues[i]); } } else { Debug.LogError("There was not a save or test save that was ready on load."); save = new PlayerSave(); save.presetBlueprints = new string[5]; save.currentHealths = new float[] { 1000, 250, 500 }; save.partInventory = new List <EntityBlueprint.PartInfo>(); player.blueprint = ScriptableObject.CreateInstance <EntityBlueprint>(); player.blueprint.name = "Player Save Blueprint"; player.blueprint.coreSpriteID = "core1_light"; player.blueprint.coreShellSpriteID = "core1_shell"; player.blueprint.baseRegen = CoreUpgraderScript.GetRegens(player.blueprint.coreShellSpriteID); player.blueprint.shellHealth = CoreUpgraderScript.defaultHealths; player.blueprint.parts = new List <EntityBlueprint.PartInfo>(); player.cursave = save; player.abilityCaps = CoreUpgraderScript.minAbilityCap; } }
//Function called Save this will allow us to save our indexes void Save() { PlayerSave.SaveData(this); SelectCharacter.chosenCharacter = Warrior; }
/// <summary>Saves the Player's data</summary> public void Save(PlayerData data) { if (!File.Exists(Application.persistentDataPath + "/playerData.dat")) { Debug.Log("Creating file at " + Application.persistentDataPath); BinaryFormatter bf = new BinaryFormatter(); FileStream file = File.Create(Application.persistentDataPath + "/playerData.dat"); PlayerSave pData = new PlayerSave(); Debug.Log("Saving data from " + data.gameObject.name); /*pData.m_EnemiesKilledLifetime = pData.m_EnemiesKilledLifetime + m_PData.m_EnemiesKilled; * pData.m_WavesCompleted = m_PData.m_WavesCompleted; * pData.m_TotalScore = m_PData.m_TotalScore; * pData.m_Salvage = m_PData.m_Salvage; * pData.m_ShipTier = m_PData.m_ShipLevel; * pData.m_Shield = m_PData.m_Shield; * pData.m_HP = m_PData.m_HP; * pData.m_EngineLevel = m_PData.m_EngineLevel; * pData.m_ShieldLevel = m_PData.m_ShieldLevel; * pData.m_HealthLevel = m_PData.m_HealthLevel; * pData.m_DamageLevel = m_PData.m_DamageLevel; * pData.m_Items = m_PData.m_Items; * pData.m_Tokens = m_PData.m_Tokens;*/ pData.m_EnemiesKilledLifetime = pData.m_EnemiesKilledLifetime + data.m_EnemiesKilled; pData.m_WavesCompleted = data.m_WavesCompleted; pData.m_TotalScore = data.m_TotalScore; Debug.Log("Saved salvage: " + pData.m_Salvage + " Current Salvage: " + data.m_Salvage); pData.m_Salvage += data.m_Salvage; pData.m_ShipTier = data.m_ShipLevel; pData.m_Shield = data.m_Shield; pData.m_HP = data.m_HP; pData.m_EngineLevel = data.m_EngineLevel; pData.m_ShieldLevel = data.m_ShieldLevel; pData.m_HealthLevel = data.m_HealthLevel; pData.m_DamageLevel = data.m_DamageLevel; pData.m_Items = data.m_Items; pData.m_Tokens = data.m_Tokens; bf.Serialize(file, pData); file.Close(); } else { Debug.Log("Saving to " + Application.persistentDataPath); BinaryFormatter bf = new BinaryFormatter(); FileStream file = File.Open(Application.persistentDataPath + "/playerData.dat", FileMode.Open); PlayerSave pData = new PlayerSave(); Debug.Log("Saving data from " + data.gameObject.name); /*pData.m_EnemiesKilledLifetime = pData.m_EnemiesKilledLifetime + m_PData.m_EnemiesKilled; * pData.m_WavesCompleted = m_PData.m_WavesCompleted; * pData.m_TotalScore = m_PData.m_TotalScore; * pData.m_Salvage = m_PData.m_Salvage; * pData.m_ShipTier = m_PData.m_ShipLevel; * pData.m_Shield = m_PData.m_Shield; * pData.m_HP = m_PData.m_HP; * pData.m_EngineLevel = m_PData.m_EngineLevel; * pData.m_ShieldLevel = m_PData.m_ShieldLevel; * pData.m_HealthLevel = m_PData.m_HealthLevel; * pData.m_DamageLevel = m_PData.m_DamageLevel; * pData.m_Items = m_PData.m_Items; * pData.m_Tokens = m_PData.m_Tokens;*/ pData.m_EnemiesKilledLifetime = pData.m_EnemiesKilledLifetime + data.m_EnemiesKilled; pData.m_WavesCompleted = data.m_WavesCompleted; pData.m_TotalScore = data.m_TotalScore; Debug.Log("Saved salvage: " + pData.m_Salvage + " Current Salvage: " + data.m_Salvage); pData.m_Salvage += data.m_Salvage; Debug.Log("After save salvage: " + pData.m_Salvage); pData.m_ShipTier = data.m_ShipLevel; pData.m_Shield = data.m_Shield; pData.m_HP = data.m_HP; pData.m_EngineLevel = data.m_EngineLevel; pData.m_ShieldLevel = data.m_ShieldLevel; pData.m_HealthLevel = data.m_HealthLevel; pData.m_DamageLevel = data.m_DamageLevel; pData.m_Items = data.m_Items; pData.m_Tokens = data.m_Tokens; bf.Serialize(file, pData); file.Close(); } }
public void NewTournament() { tournament = new Tournament(); //For now, creating a match: tournament.CreateMatch(PlayerSave.CreateRandomCPU()); }
public PlayerData(PlayerSave player) { level = player.level; }
public void SaveState() { if(saveState != null) { saveState.UpdateFromState(this); } else { saveState = new PlayerSave(); } XMLObjectLoader.SaveXMLObject<PlayerSave>(testSavefile, saveState); }
public void OnInputNameChanged(string eventInput) { PlayerSave.SetPlayerName(inputName.text); }
private void Start() { inputName.text = PlayerSave.GetPlayerName(); SelectHead = PlayerSave.GetHead(); SelectCharacter = PlayerSave.GetCharacter(); }
static PlayerSave initFirstPlay() { PlayerSave s = new PlayerSave(); BrickSave brick; int ROW = 161; int COLUMN = 50; int brkType; float rand; for (int i=0; i<ROW; i++) { for(int j=0; j<COLUMN; j++){ brick = new BrickSave(); brick.id = i*COLUMN+j; brkType = getBrickType(i); brick.brickType = (BrickType)brkType; brick.drilledAmount = 0; brick.neighbourCode = i*COLUMN+j<COLUMN ? "1011":"1111"; //add minerals if(i==ROW-1 || (i == 0 && j >= 22 && j <= 27)){ //last row, cant be drilled brick.mineralType = MineralType.NonBreakableStone; }else{ rand = UnityEngine.Random.value; if(rand <0.2f){ brick.mineralType = (MineralType)(rand>0.18? brkType+1: (rand> 0.13? (int)MineralType.Stone:brkType)); } } s.bricks.Add(brick); } } //first commit s.commit (); return s; }
public void NewSave() { state = new PlayerSave(); Save(); MonoBehaviour.print("Creating new save file"); }
public void LoadState() { upgradeUnlockTable = new Dictionary<string, int>(); equippedUpgrades = new List<UpgradePair>(); saveState = XMLObjectLoader.LoadXMLObjectExternal<PlayerSave>(testSavefile); if(saveState == null) { Debug.Log("Player State could not load a save file from " + testSavefile); saveState = new PlayerSave(); } else { Debug.Log("Player State loaded @ " + testSavefile); } upgradePoints = saveState.availablePoints; // Have to manually load the upgrades, TODO: tie this in with the player save better... These things are seriously sprinkled everywhere upgradeUnlockTable.Add("Upgrade_Health", saveState.GetSavedLevelForUpgrade("Upgrade_Health")); upgradeUnlockTable.Add("Upgrade_HealthRegen", saveState.GetSavedLevelForUpgrade("Upgrade_HealthRegen")); upgradeUnlockTable.Add("Upgrade_Energy", saveState.GetSavedLevelForUpgrade("Upgrade_Energy")); upgradeUnlockTable.Add("Upgrade_LifeSteal", saveState.GetSavedLevelForUpgrade("Upgrade_LifeSteal")); if(saveState.equippedUpgrades != null) { //equippedUpgrades.AddRange(saveState.equippedUpgrades); // update the slots in use for(int i = 0; i < saveState.equippedUpgrades.Length; i++) { EquipUpgradeType(saveState.equippedUpgrades[i].name, saveState.equippedUpgrades[i].level); } } else { saveState.equippedUpgrades = new PlayerSave.UpgradePair[0]; } }
public void Initialize() { instance = this; string currentPath; var CurrentSavePath = System.IO.Path.Combine(Application.persistentDataPath, "CurrentSavePath"); if (!File.Exists(CurrentSavePath)) { currentPath = System.IO.Path.Combine(Application.persistentDataPath, "TestSave"); } else { currentPath = File.ReadAllLines(CurrentSavePath)[0]; } if (File.Exists(currentPath)) { // Load string json = File.ReadAllText(currentPath); save = JsonUtility.FromJson <PlayerSave>(json); if (save.timePlayed != 0) { player.spawnPoint = save.position; player.Dimension = save.lastDimension; } if (SectorManager.testJsonPath != null) { save.resourcePath = SectorManager.testJsonPath; } else if (save.resourcePath == "") { save.resourcePath = SectorManager.jsonPath; } player.cursave = save; if (save.factions != null) { for (int i = 0; i < save.factions.Length; i++) { FactionManager.SetFactionRelations(save.factions[i], save.relations[i]); } } SectorManager.instance.LoadSectorFile(save.resourcePath); save.missions.RemoveAll(m => !taskManager.questCanvasPaths.Exists(p => System.IO.Path.GetFileNameWithoutExtension(p) == m.name)); taskManager.Initialize(true); // Re-init DialogueSystem.InitCanvases(); player.blueprint = ScriptableObject.CreateInstance <EntityBlueprint>(); player.blueprint.name = "Player Save Blueprint"; if (!string.IsNullOrEmpty(save.currentPlayerBlueprint)) { var print = SectorManager.TryGettingEntityBlueprint(save.currentPlayerBlueprint); player.blueprint = print; } else { Debug.LogError("Save should have been given a currentPlayerBlueprint by now."); player.blueprint.parts = new List <EntityBlueprint.PartInfo>(); player.blueprint.coreSpriteID = "core1_light"; player.blueprint.coreShellSpriteID = "core1_shell"; player.blueprint.baseRegen = CoreUpgraderScript.GetRegens(player.blueprint.coreShellSpriteID); player.blueprint.shellHealth = CoreUpgraderScript.defaultHealths; } player.abilityCaps = save.abilityCaps; player.shards = save.shards; player.SetCredits(save.credits); player.reputation = save.reputation; if (save.presetBlueprints.Length != 5) { save.presetBlueprints = new string[5]; } Camera.main.GetComponent <CameraScript>().Initialize(player); taskManager.taskVariables.Clear(); for (int i = 0; i < save.taskVariableNames.Length; i++) { taskManager.taskVariables.Add(save.taskVariableNames[i], save.taskVariableValues[i]); } } else { Debug.LogError("There was not a save or test save that was ready on load."); save = new PlayerSave(); save.presetBlueprints = new string[5]; save.currentHealths = new float[] { 1000, 250, 500 }; save.partInventory = new List <EntityBlueprint.PartInfo>(); player.blueprint = ScriptableObject.CreateInstance <EntityBlueprint>(); player.blueprint.name = "Player Save Blueprint"; player.blueprint.coreSpriteID = "core1_light"; player.blueprint.coreShellSpriteID = "core1_shell"; player.blueprint.baseRegen = CoreUpgraderScript.GetRegens(player.blueprint.coreShellSpriteID); player.blueprint.shellHealth = CoreUpgraderScript.defaultHealths; player.blueprint.parts = new List <EntityBlueprint.PartInfo>(); player.cursave = save; player.abilityCaps = CoreUpgraderScript.minAbilityCap; } }
public static void UpdatePlayerSaveOnLoad(PlayerSave save) { UpdateLegacyAnimation(save.Character.LegacyAnimations); }
public void PlayGame() { SceneManager.LoadScene("test_Scene", LoadSceneMode.Single); musicVol.volume = PlayerSave.GetFloat("musicVol"); sfxVol.volume = PlayerSave.GetFloat("sfxVol"); }
void Start() { indexDelete =-1; Save = (PlayerSave)GameObject.FindObjectOfType (typeof(PlayerSave)); gameManage = (GameManager)GameObject.FindObjectOfType (typeof(GameManager)); playerManage = (PlayerManager)GameObject.FindObjectOfType (typeof(PlayerManager)); StyleManager Styles = (StyleManager)GameObject.FindObjectOfType (typeof(StyleManager)); if (!skin && Styles) skin = Styles.GetSkin (0); Characters = Save.LoadAllCharacters (); indexCharacter = PlayerPrefs.GetInt ("INDEX_CRE_CHAR"); }
private void Start() { playerSave = FindObjectOfType <PlayerSave>(); }
// ensures that the save function carries through the levels void Awake() { // if this script exists already destroy it if (instance != null && instance != this) { Destroy(this); return; } instance = this; DontDestroyOnLoad(this); }
void Start() { playerSave = GetComponent <PlayerSave>(); }