void Start() { QuickSaveReader.Create("UserData") .Read <string>(cryptography.Encrypt("Race"), (r) => { Race = cryptography.Decrypt <string>(r); }) .Read <string>(cryptography.Encrypt("Class"), (r) => { Class = cryptography.Decrypt <string>(r); }) .Read <string>(cryptography.Encrypt("Weapon"), (r) => { Weapon = cryptography.Decrypt <string>(r); }) .Read <string>(cryptography.Encrypt("Strength"), (r) => { Strength = cryptography.Decrypt <double>(r); }) .Read <string>(cryptography.Encrypt("Endurance"), (r) => { Endurance = cryptography.Decrypt <double>(r); }) .Read <string>(cryptography.Encrypt("Dexternity"), (r) => { Dexternity = cryptography.Decrypt <double>(r); }) .Read <string>(cryptography.Encrypt("Constitution"), (r) => { Constitution = cryptography.Decrypt <double>(r); }) .Read <string>(cryptography.Encrypt("Vitality"), (r) => { Vitality = cryptography.Decrypt <double>(r); }) .Read <string>(cryptography.Encrypt("Intelligence"), (r) => { Intelligence = cryptography.Decrypt <double>(r); }) .Read <string>(cryptography.Encrypt("Name"), (r) => { Name = cryptography.Decrypt <string>(r); }) .Read <string>(cryptography.Encrypt("Gender"), (r) => { Gender = cryptography.Decrypt <string>(r); }) .Read <string>(cryptography.Encrypt("Hp"), (r) => { Hp = cryptography.Decrypt <double>(r); }) .Read <string>(cryptography.Encrypt("Physical_Attack"), (r) => { Physical_Attack = cryptography.Decrypt <double>(r); }) .Read <string>(cryptography.Encrypt("Magic_Attack"), (r) => { Magic_Attack = cryptography.Decrypt <double>(r); }) .Read <string>(cryptography.Encrypt("Physical_Resistance"), (r) => { Physical_Resistance = cryptography.Decrypt <double>(r); }) .Read <string>(cryptography.Encrypt("Physical_Defense"), (r) => { Physical_Defense = cryptography.Decrypt <double>(r); }) .Read <string>(cryptography.Encrypt("Magic_Defense"), (r) => { Magic_Defense = cryptography.Decrypt <double>(r); }) .Read <string>(cryptography.Encrypt("Magic_Resistance"), (r) => { Magic_Resistance = cryptography.Decrypt <double>(r); }) .Read <string>(cryptography.Encrypt("Agility"), (r) => { Agility = cryptography.Decrypt <double>(r); }) .Read <string>(cryptography.Encrypt("Stamina"), (r) => { Stamina = cryptography.Decrypt <double>(r); }) .Read <string>(cryptography.Encrypt("Mana"), (r) => { Mana = cryptography.Decrypt <double>(r); }) .Read <string>(cryptography.Encrypt("AttackSpeed"), (r) => { AttackSpeed = cryptography.Decrypt <double>(r); }) .Read <string>(cryptography.Encrypt("Coin"), (r) => { coin = cryptography.Decrypt <int>(r); }) .Read <string>(cryptography.Encrypt("Level"), (r) => { Level = cryptography.Decrypt <int>(r); }) .Read <string>(cryptography.Encrypt("ULevel"), (r) => { ULevel = cryptography.Decrypt <int>(r); }) .Read <string>(cryptography.Encrypt("Exp"), (r) => { Exp = cryptography.Decrypt <int>(r); }); }
public void QuickSaveReaderExample() { // Use a QuickSaveReader to read content from a file saved with QuickSaveWriter // An exception will be thrown if the root doesn't exist #pragma warning disable 0219 string one; double two; Vector2 three; Color four; #pragma warning restore 0219 QuickSaveReader.Create("RootName") .Read <string>("Key1", (r) => { one = r; }) .Read <double>("Key2", (r) => { two = r; }) .Read <Vector2>("Key3", (r) => { three = r; }) .Read <Color>("Key4", (r) => { four = r; }); // OR QuickSaveReader reader = QuickSaveReader.Create("RootName"); one = reader.Read <string>("Key1"); two = reader.Read <double>("Key2"); three = reader.Read <Vector2>("Key3"); four = reader.Read <Color>("Key4"); }
public void Load() { QuickSaveReader reader = QuickSaveReader.Create("GuardianIdleSave"); Equipment item; string key; for (int i = 0; i < slots.Count; i++) { key = "equipSlot" + i; if (reader.Exists(key)) { string JsonString = reader.Read <string>(key); item = JsonUtility.FromJson <Equipment>(JsonString); string icon = reader.Read <string>(key + "_icon"); item.SetIcon(icon); slots[i].AddItem(item); } else { // Saved slot is empty, clear the slot to prevent duplication slots[i].Clear(); } } }
public void LoadGameData() { Dictionary <string, int> playerCardInventoryFake = new Dictionary <string, int>(); List <string> deckFakeList = new List <string>(); QuickSaveReader.Create("SaveEverything") .Read <string>("PlayerName", (r) => { playerName = r; }) .Read <Sprite>("PlayerIcon", (r) => { playerIcon = r; }) .Read <int>("PlayerLevel", (r) => { playerLevel = r; }) .Read <int>("PlayerXP", (r) => { playerXP = r; }) .Read <Dictionary <string, int> >("PlayerCardInventory", (r) => { playerCardInventoryFake = r; }) .Read <List <string> >("PlayerDeck", (r) => { deckFakeList = r; }); //Since I can't save ScriptableObjects using this, I made fake data with strings instead of Cards //So i fix that here foreach (KeyValuePair <string, int> card in playerCardInventoryFake) { Card card1 = myDeck.cards.Find(x => x.name == card.Key); playerCardInventory.Add(card1, card.Value); } //Reassigning Deck index numbers just makes everything easier. int i = 0; foreach (string card in deckFakeList) { Card card1 = myDeck.cards.Find(x => x.name == card); Deck.deck.Add(i, card1); i++; } }
// Start is called before the first frame update void Start() { gameController = GameObject.Find("GameController"); mapManager = gameController.GetComponent <ManageMap>(); tutorialManager = gameController.GetComponent <TutorialManager>(); uiControl = gameController.GetComponent <UIControl>(); turnManager = gameController.GetComponent <TurnManager>(); resourceAndUpgradeManager = gameController.GetComponent <ResourceAndUpgradeManager>(); abilityController = GameObject.Find("Player").GetComponent <AbilityController>(); if (QuickSaveRoot.Exists(resourceAndUpgradeManager.ResourceAndUpgradeDataSaveFileName)) //use the quicksave feature to check if a save file exists { QuickSaveReader instReader = QuickSaveReader.Create(resourceAndUpgradeManager.ResourceAndUpgradeDataSaveFileName); //create an instance of the quick save reader to pull in the save file MaxPlayerHealth = instReader.Read <int>("currentMaxHealth"); maxPlayerShields = instReader.Read <int>("currentMaxShields"); uiControl.SetHealthState(maxPlayerHealth, currentPlayerHealth, maxPlayerShields, currentPlayerShields); } else { MaxPlayerHealth = resourceAndUpgradeManager.CurrentMaxHealth; maxPlayerShields = resourceAndUpgradeManager.CurrentMaxShields; currentPlayerHealth = maxPlayerHealth; currentPlayerShields = maxPlayerShields; uiControl.SetHealthState(maxPlayerHealth, currentPlayerHealth, maxPlayerShields, currentPlayerShields); } movementController = gameObject.GetComponent <MovementController>(); }
public void LoadHighScores() { if (QuickSaveRoot.Exists("HighScoreFile")) //if a save file exists, load data from that file { QuickSaveReader instReader = QuickSaveReader.Create("HighScoreFile"); //create an instance of the quick save reader to pull in the save file highScoreObjectList = instReader.Read <List <HighScoreObject> >("HighScoreObjectList"); } }
public void Load() { QuickSaveReader.Create("Inputs") .Read <string>("Input1", (r) => { Input5.text = r; }) .Read <string>("Input2", (r) => { Input6.text = r; }) .Read <string>("Input3", (r) => { Input7.text = r; }) .Read <string>("Input4", (r) => { Input8.text = r; }); }
public void LoadFromFile() { QuickSaveReader.Create(fileName) .Read <string>("File", (r) => { this.file = JsonUtility.FromJson <FileSaveData>(r); }); QuickSaveReader.Create(fileName) .Read <string>("Player", (r) => { this.player = JsonUtility.FromJson <PlayerSaveData>(r); }); }
public void Init() { _quickSaveWriter = QuickSaveWriter.Create("MainSave"); _quickSaveWriter.Commit(); _quickSaveReader = QuickSaveReader.Create("MainSave"); Load(); }
void Start() { QuickSaveReader.Create("UserData") .Read <string>(cryptography.Encrypt("Name"), (r) => { strs = cryptography.Decrypt <string>(r); }); if (strs != null) { Disable.SetActive(false); } }
public static void LoadFileSettings() { if (selectedFile == "") { return; } QuickSaveReader reader = QuickSaveReader.Create(selectedFile); GameInfo.mapSeed = reader.Read <int>(GameInfo.MAP_SEED); GameInfo.mapSize = reader.Read <int>(GameInfo.MAP_SIZE); GameInfo.playerTeam = reader.Read <int>("playerTeam"); }
public void Load() { QuickSaveReader reader = QuickSaveReader.Create("GuardianIdleSave"); if (reader.Exists("itemIdCounter")) { idCounter = reader.Read <int>("itemIdCounter"); } else { idCounter = 0; } }
void Awake() { DontDestroyOnLoad(transform.gameObject); //Load if (QuickSaveRoot.Exists(fileName)) { QuickSaveReader.Create(fileName).Read <SaveData>("Data", (r) => { data = r; }); } else { Debug.Log("No Save File"); } }
public static QuickSaveReader Create(string root) { QuickSaveReader reader; try { reader = QuickSaveReader.Create(root); } catch (QuickSaveException) { var writer = QuickSaveWriter.Create(root); writer.Commit(); reader = QuickSaveReader.Create(root); } return(reader); }
public SaveFile(string name) { this.fileName = name; try { QuickSaveReader.Create(fileName) .Read <string>("File", (r) => { this.file = JsonUtility.FromJson <FileSaveData>(r); }); QuickSaveReader.Create(fileName) .Read <string>("Player", (r) => { this.player = JsonUtility.FromJson <PlayerSaveData>(r); }); } catch (Exception e) { Debug.Log("no save file found"); ResetFile(); } Debug.Log("Save Found"); }
public void Awake() { continueButton = GameObject.Find("ContinueButton"); musicSource = GameObject.Find("Music").GetComponent <AudioSource>(); musicVolume = musicSource.volume; if (QuickSaveRoot.Exists(mapSaveName) || QuickSaveRoot.Exists(resourcesSaveName)) { continueButton.SetActive(true); } else { continueButton.SetActive(false); } if (QuickSaveRoot.Exists("HighScoreFile")) //if a save file exists, load data from that file { QuickSaveReader instReader = QuickSaveReader.Create("HighScoreFile"); //create an instance of the quick save reader to pull in the save file highScoreObjectList = instReader.Read <List <HighScoreObject> >("HighScoreObjectList"); highScorePanel.SetActive(true); allChildren = GameObject.Find("HighScoreVerticalLayoutGroup2").GetComponentsInChildren <TMP_Text>(); int i = 0; foreach (TMP_Text child in allChildren) { if (i > 0) { child.text = highScoreObjectList[i - 1].scoreString; } i++; } i = 0; allChildren = GameObject.Find("HighScoreVerticalLayoutGroup3").GetComponentsInChildren <TMP_Text>(); foreach (TMP_Text child in allChildren) { if (i > 0) { child.text = highScoreObjectList[i - 1].scoreValue.ToString(); } i++; } highScorePanel.SetActive(false); } }
void Start() { QuickSaveReader.Create("Temp") .Read <string>(cryptography.Encrypt("Race"), (r) => { Race = cryptography.Decrypt <string>(r); }) .Read <string>(cryptography.Encrypt("Class"), (r) => { Class = cryptography.Decrypt <string>(r); }) .Read <string>(cryptography.Encrypt("Weapon"), (r) => { Weapon = cryptography.Decrypt <string>(r); }) .Read <string>(cryptography.Encrypt("Strength"), (r) => { Strength = cryptography.Decrypt <int>(r); }) .Read <string>(cryptography.Encrypt("Endurance"), (r) => { Endurance = cryptography.Decrypt <int>(r); }) .Read <string>(cryptography.Encrypt("Dexternity"), (r) => { Dexternity = cryptography.Decrypt <int>(r); }) .Read <string>(cryptography.Encrypt("Constitution"), (r) => { Constitution = cryptography.Decrypt <int>(r); }) .Read <string>(cryptography.Encrypt("Vitality"), (r) => { Vitality = cryptography.Decrypt <int>(r); }) .Read <string>(cryptography.Encrypt("Intelligence"), (r) => { Intelligence = cryptography.Decrypt <int>(r); }) .Read <string>(cryptography.Encrypt("Name"), (r) => { Name = cryptography.Decrypt <string>(r); }) .Read <string>(cryptography.Encrypt("Gender"), (r) => { Gender = cryptography.Decrypt <string>(r); }); Race_c(); Class_c(); Weapon_c(); cal(); }
void Start() { rigidbody2d = GetComponent <Rigidbody2D>(); animator = GetComponent <Animator>(); transform = GetComponent <Transform>(); spriteRenderer = GetComponent <SpriteRenderer>(); QuickSaveReader.Create("UserData") .Read <string>(cryptography.Encrypt("Race"), (r) => { Race = cryptography.Decrypt <string>(r); }) .Read <string>(cryptography.Encrypt("Class"), (r) => { Class = cryptography.Decrypt <string>(r); }) .Read <string>(cryptography.Encrypt("Weapon"), (r) => { Weapon = cryptography.Decrypt <string>(r); }) .Read <string>(cryptography.Encrypt("Strength"), (r) => { Strength = cryptography.Decrypt <double>(r); }) .Read <string>(cryptography.Encrypt("Endurance"), (r) => { Endurance = cryptography.Decrypt <double>(r); }) .Read <string>(cryptography.Encrypt("Dexternity"), (r) => { Dexternity = cryptography.Decrypt <double>(r); }) .Read <string>(cryptography.Encrypt("Constitution"), (r) => { Constitution = cryptography.Decrypt <double>(r); }) .Read <string>(cryptography.Encrypt("Vitality"), (r) => { Vitality = cryptography.Decrypt <double>(r); }) .Read <string>(cryptography.Encrypt("Intelligence"), (r) => { Intelligence = cryptography.Decrypt <double>(r); }) .Read <string>(cryptography.Encrypt("Name"), (r) => { Name = cryptography.Decrypt <string>(r); }) .Read <string>(cryptography.Encrypt("Gender"), (r) => { Gender = cryptography.Decrypt <string>(r); }) .Read <string>(cryptography.Encrypt("Hp"), (r) => { Hp = cryptography.Decrypt <double>(r); }) .Read <string>(cryptography.Encrypt("Physical_Attack"), (r) => { Physical_Attack = cryptography.Decrypt <double>(r); }) .Read <string>(cryptography.Encrypt("Magic_Attack"), (r) => { Magic_Attack = cryptography.Decrypt <double>(r); }) .Read <string>(cryptography.Encrypt("Physical_Resistance"), (r) => { Physical_Resistance = cryptography.Decrypt <double>(r); }) .Read <string>(cryptography.Encrypt("Physical_Defense"), (r) => { Physical_Defense = cryptography.Decrypt <double>(r); }) .Read <string>(cryptography.Encrypt("Magic_Defense"), (r) => { Magic_Defense = cryptography.Decrypt <double>(r); }) .Read <string>(cryptography.Encrypt("Magic_Resistance"), (r) => { Magic_Resistance = cryptography.Decrypt <double>(r); }) .Read <string>(cryptography.Encrypt("Agility"), (r) => { Agility = cryptography.Decrypt <double>(r); }) .Read <string>(cryptography.Encrypt("Stamina"), (r) => { Stamina = cryptography.Decrypt <double>(r); }) .Read <string>(cryptography.Encrypt("Mana"), (r) => { Mana = cryptography.Decrypt <double>(r); }) .Read <string>(cryptography.Encrypt("AttackSpeed"), (r) => { AttackSpeed = cryptography.Decrypt <double>(r); }) .Read <string>(cryptography.Encrypt("Coin"), (r) => { coin = cryptography.Decrypt <double>(r); }) .Read <string>(cryptography.Encrypt("Level"), (r) => { Level = cryptography.Decrypt <int>(r); }) .Read <string>(cryptography.Encrypt("ULevel"), (r) => { ULevel = cryptography.Decrypt <int>(r); }) .Read <string>(cryptography.Encrypt("Exp"), (r) => { Exp = cryptography.Decrypt <double>(r); }) .Read <string>(cryptography.Encrypt("Poval"), (r) => { Poval = cryptography.Decrypt <Vector3>(r); }) .Read <string>(cryptography.Encrypt("fps"), (r) => { fps = cryptography.Decrypt <int>(r); }); Hp1 = Hp; Mana1 = Mana; Stamina1 = Stamina; transform.position = Poval; Application.targetFrameRate = fps; }
public void Load() { QuickSaveReader reader = QuickSaveReader.Create("GuardianIdleSave"); Item item; string key; for (int i = 0; i < slots.Count; i++) { key = "invslot" + i; if (reader.Exists(key)) { string JsonString = reader.Read <string>(key); string type = reader.Read <string>(key + "_type"); if (type == "equipment") { item = JsonUtility.FromJson <Equipment>(JsonString); } else { item = JsonUtility.FromJson <Item>(JsonString); } string icon = reader.Read <string>(key + "_icon"); item.SetIcon(icon); Debug.Log("adding item to slot: " + i); slots[i].AddItem(item); } else { // Saved slot is empty, clear the slot to prevent duplication Debug.Log("clearing slot: " + i); slots[i].Clear(); } } }
public void Load() { QuickSaveReader.Create(fileName) .Read <int>("ClickCount", (r) => { clickCount = r; }); }
private void LoadResourceAndUpgradeData() { if (QuickSaveRoot.Exists(resourceAndUpgradeDataSaveFileName)) //if a save file exists, load data from that file { QuickSaveReader instReader = QuickSaveReader.Create(resourceAndUpgradeDataSaveFileName); //create an instance of the quick save reader to pull in the save file resources = instReader.Read <int>("resources"); TotalResources = instReader.Read <int>("totalResources"); SolarSystemNumber = instReader.Read <int>("solarSystemNumber"); currentMaxLaserRange = instReader.Read <int>("currentMaxLaserRange"); currentMaxLaserRecharge = instReader.Read <int>("currentMaxLaserRecharge"); currentMaxRocketRange = instReader.Read <int>("currentMaxRocketRange"); currentMaxRocketReload = instReader.Read <int>("currentMaxRocketReload"); currentMaxRocketYield = instReader.Read <int>("currentMaxRocketYield"); currentMaxJumpRange = instReader.Read <int>("currentMaxJumpRange"); currentMaxJumpRecharge = instReader.Read <int>("currentMaxJumpRecharge"); currentMaxShieldBoost = instReader.Read <int>("currentMaxShieldBoost"); currentShieldOverboostActive = instReader.Read <bool>("currentShieldOverboostActive"); currentMaxShieldBoostRecharge = instReader.Read <int>("currentMaxShieldBoostRecharge"); currentMaxHealth = instReader.Read <int>("currentMaxHealth"); currentMaxShields = instReader.Read <int>("currentMaxShields"); currentMaxSensorRange = instReader.Read <int>("currentMaxSensorRange"); rocketsInstalled = instReader.Read <bool>("rocketsInstalled"); jumpDriveInstalled = instReader.Read <bool>("jumpDriveInstalled"); shieldBoostInstalled = instReader.Read <bool>("shieldBoostInstalled"); abilityController.maxLaserRange = currentMaxLaserRange; abilityController.rocketRange = currentMaxRocketRange; abilityController.rocketReloadTime = currentMaxRocketReload; abilityController.maxJumpRange = currentMaxJumpRange; abilityController.shieldBoostRechargeTime = CurrentMaxShieldBoostRecharge; movementController.Vision = CurrentMaxSensorRange; mapManager.UpdateFogOfWar(CurrentMaxSensorRange, gridlayout.WorldToCell(player.transform.position)); playerHealthControl.currentPlayerHealth = instReader.Read <int>("currentHealth"); playerHealthControl.currentPlayerShields = instReader.Read <int>("currentShields"); abilityController.jumpRange = instReader.Read <int>("currentJumpCharge"); abilityController.laserRange = instReader.Read <int>("currentLaserCharge"); //Debug.Log("Laser range loaded as " + abilityController.laserRange); abilityController.currentShieldBoostCharge = instReader.Read <int>("currentShieldBoostCharge"); abilityController.currentRocketReloadAmount = instReader.Read <int>("currentRocketReload"); laserRangeUpgradeCost = instReader.Read <int>("laserRangeUpgradeCost"); laserRechargeUpgradeCost = instReader.Read <int>("laserRechargeUpgradeCost"); rocketRangeUpgradeCost = instReader.Read <int>("rocketRangeUpgradeCost"); rocketReloadUpgradeCost = instReader.Read <int>("rocketReloadUpgradeCost"); rocketYieldUpgradeCost = instReader.Read <int>("rocketYieldUpgradeCost"); jumpRangeUpgradeCost = instReader.Read <int>("jumpRangeUpgradeCost"); jumpRechargeUpgradeCost = instReader.Read <int>("jumpRechargeUpgradeCost"); shieldBoostUpgradeCost = instReader.Read <int>("shieldBoostUpgradeCost"); shieldOverboostUpgradeCost = instReader.Read <int>("shieldOverboostUpgradeCost"); shieldBoostRechargeUpgradeCost = instReader.Read <int>("shieldBoostRechargeUpgradeCost"); shieldMaxUpgradeCost = instReader.Read <int>("shieldMaxUpgradeCost"); healthMaxUpgradeCost = instReader.Read <int>("healthMaxUpgradeCost"); sensorRangeUpgradeCost = instReader.Read <int>("sensorRangeUpgradeCost"); threatLevel = instReader.Read <float>("threatLevel"); MaxThreatLevelCounter = instReader.Read <int>("maxThreatLevelCounter"); uiController.SetHealthState(CurrentMaxHealth, playerHealthControl.currentPlayerHealth, CurrentMaxShields, playerHealthControl.currentPlayerShields); uiController.SetLaserCharge(abilityController.laserRange, currentMaxLaserRange); uiController.SetJumpCharge(abilityController.jumpRange, CurrentMaxJumpRange); uiController.SetShieldBoostRechargeState(abilityController.currentShieldBoostCharge, CurrentMaxShieldBoostRecharge); uiController.SetRocketReloadState(abilityController.currentRocketReloadAmount, CurrentMaxRocketReload); uiController.SetResourceCount(resources); uiController.SetUpgradeButtons(); uiController.SetThreatLevelSlider(ThreatLevel); Debug.Log("Tried to load resources and upgrades"); } }
void Start() { QuickSaveReader.Create("UserData") .Read <string>(cryptography.Encrypt("fps"), (r) => { Fps1 = cryptography.Decrypt <int>(r); }); slider.value = Fps1; }
void Start() { QuickSaveReader.Create("Settings") .Read <string>(cryptography.Encrypt("A_1_1"), (r) => { A_1_1s = cryptography.Decrypt <string>(r); }) .Read <string>(cryptography.Encrypt("A_1_2"), (r) => { A_1_2s = cryptography.Decrypt <string>(r); }) .Read <string>(cryptography.Encrypt("A_1_3"), (r) => { A_1_3s = cryptography.Decrypt <string>(r); }) .Read <string>(cryptography.Encrypt("A_1_4"), (r) => { A_1_4s = cryptography.Decrypt <string>(r); }) .Read <string>(cryptography.Encrypt("A_1_5"), (r) => { A_1_5s = cryptography.Decrypt <string>(r); }) .Read <string>(cryptography.Encrypt("A_1_6"), (r) => { A_1_6s = cryptography.Decrypt <string>(r); }) .Read <string>(cryptography.Encrypt("A_1_7"), (r) => { A_1_7s = cryptography.Decrypt <string>(r); }) .Read <string>(cryptography.Encrypt("A_1_8"), (r) => { A_1_8s = cryptography.Decrypt <string>(r); }) .Read <string>(cryptography.Encrypt("A_1_9"), (r) => { A_1_9s = cryptography.Decrypt <string>(r); }) .Read <string>(cryptography.Encrypt("A_1_10"), (r) => { A_1_10s = cryptography.Decrypt <string>(r); }) .Read <string>(cryptography.Encrypt("A_2_1"), (r) => { A_2_1s = cryptography.Decrypt <string>(r); }) .Read <string>(cryptography.Encrypt("A_2_2"), (r) => { A_2_2s = cryptography.Decrypt <string>(r); }) .Read <string>(cryptography.Encrypt("A_2_3"), (r) => { A_2_3s = cryptography.Decrypt <string>(r); }) .Read <string>(cryptography.Encrypt("A_2_4"), (r) => { A_2_4s = cryptography.Decrypt <string>(r); }) .Read <string>(cryptography.Encrypt("A_2_5"), (r) => { A_2_5s = cryptography.Decrypt <string>(r); }) .Read <string>(cryptography.Encrypt("A_2_6"), (r) => { A_2_6s = cryptography.Decrypt <string>(r); }) .Read <string>(cryptography.Encrypt("A_2_7"), (r) => { A_2_7s = cryptography.Decrypt <string>(r); }) .Read <string>(cryptography.Encrypt("A_2_8"), (r) => { A_2_8s = cryptography.Decrypt <string>(r); }) .Read <string>(cryptography.Encrypt("A_2_9"), (r) => { A_2_9s = cryptography.Decrypt <string>(r); }) .Read <string>(cryptography.Encrypt("A_2_10"), (r) => { A_2_10s = cryptography.Decrypt <string>(r); }) .Read <string>(cryptography.Encrypt("A_3_1"), (r) => { A_3_1s = cryptography.Decrypt <string>(r); }) .Read <string>(cryptography.Encrypt("A_3_2"), (r) => { A_3_2s = cryptography.Decrypt <string>(r); }) .Read <string>(cryptography.Encrypt("A_3_3"), (r) => { A_3_3s = cryptography.Decrypt <string>(r); }) .Read <string>(cryptography.Encrypt("A_3_4"), (r) => { A_3_4s = cryptography.Decrypt <string>(r); }) .Read <string>(cryptography.Encrypt("A_3_5"), (r) => { A_3_5s = cryptography.Decrypt <string>(r); }) .Read <string>(cryptography.Encrypt("A_3_6"), (r) => { A_3_6s = cryptography.Decrypt <string>(r); }) .Read <string>(cryptography.Encrypt("A_3_7"), (r) => { A_3_7s = cryptography.Decrypt <string>(r); }) .Read <string>(cryptography.Encrypt("A_3_8"), (r) => { A_3_8s = cryptography.Decrypt <string>(r); }) .Read <string>(cryptography.Encrypt("A_3_9"), (r) => { A_3_9s = cryptography.Decrypt <string>(r); }) .Read <string>(cryptography.Encrypt("A_3_10"), (r) => { A_3_10s = cryptography.Decrypt <string>(r); }) .Read <string>(cryptography.Encrypt("A_4_1"), (r) => { A_4_1s = cryptography.Decrypt <string>(r); }) .Read <string>(cryptography.Encrypt("A_4_2"), (r) => { A_4_2s = cryptography.Decrypt <string>(r); }) .Read <string>(cryptography.Encrypt("A_4_3"), (r) => { A_4_3s = cryptography.Decrypt <string>(r); }) .Read <string>(cryptography.Encrypt("A_4_4"), (r) => { A_4_4s = cryptography.Decrypt <string>(r); }) .Read <string>(cryptography.Encrypt("A_4_5"), (r) => { A_4_5s = cryptography.Decrypt <string>(r); }) .Read <string>(cryptography.Encrypt("A_4_6"), (r) => { A_4_6s = cryptography.Decrypt <string>(r); }) .Read <string>(cryptography.Encrypt("A_4_7"), (r) => { A_4_7s = cryptography.Decrypt <string>(r); }) .Read <string>(cryptography.Encrypt("A_4_8"), (r) => { A_4_8s = cryptography.Decrypt <string>(r); }) .Read <string>(cryptography.Encrypt("A_4_9"), (r) => { A_4_9s = cryptography.Decrypt <string>(r); }) .Read <string>(cryptography.Encrypt("A_4_10"), (r) => { A_4_10s = cryptography.Decrypt <string>(r); }); A_1_1.SetActive(bool.Parse(A_1_1s)); A_1_2.SetActive(bool.Parse(A_1_2s)); A_1_3.SetActive(bool.Parse(A_1_3s)); A_1_4.SetActive(bool.Parse(A_1_4s)); A_1_5.SetActive(bool.Parse(A_1_5s)); A_1_6.SetActive(bool.Parse(A_1_6s)); A_1_7.SetActive(bool.Parse(A_1_7s)); A_1_8.SetActive(bool.Parse(A_1_8s)); A_1_9.SetActive(bool.Parse(A_1_9s)); A_1_10.SetActive(bool.Parse(A_1_10s)); A_2_1.SetActive(bool.Parse(A_2_1s)); A_2_2.SetActive(bool.Parse(A_2_2s)); A_2_3.SetActive(bool.Parse(A_2_3s)); A_2_4.SetActive(bool.Parse(A_2_4s)); A_2_5.SetActive(bool.Parse(A_2_5s)); A_2_6.SetActive(bool.Parse(A_2_6s)); A_2_7.SetActive(bool.Parse(A_2_7s)); A_2_8.SetActive(bool.Parse(A_2_8s)); A_2_9.SetActive(bool.Parse(A_2_9s)); A_2_10.SetActive(bool.Parse(A_2_10s)); A_3_1.SetActive(bool.Parse(A_3_1s)); A_3_2.SetActive(bool.Parse(A_3_2s)); A_3_3.SetActive(bool.Parse(A_3_3s)); A_3_4.SetActive(bool.Parse(A_3_4s)); A_3_5.SetActive(bool.Parse(A_3_5s)); A_3_6.SetActive(bool.Parse(A_3_6s)); A_3_7.SetActive(bool.Parse(A_3_7s)); A_3_8.SetActive(bool.Parse(A_3_8s)); A_3_9.SetActive(bool.Parse(A_3_9s)); A_3_9.SetActive(bool.Parse(A_3_10s)); A_4_1.SetActive(bool.Parse(A_4_1s)); A_4_2.SetActive(bool.Parse(A_4_2s)); A_4_3.SetActive(bool.Parse(A_4_3s)); A_4_4.SetActive(bool.Parse(A_4_4s)); A_4_5.SetActive(bool.Parse(A_4_5s)); A_4_6.SetActive(bool.Parse(A_4_6s)); A_4_7.SetActive(bool.Parse(A_4_7s)); A_4_8.SetActive(bool.Parse(A_4_8s)); A_4_9.SetActive(bool.Parse(A_4_9s)); A_4_10.SetActive(bool.Parse(A_4_10s)); }
public object GetObject(string inputName) { return(JsonUtility.FromJson <object>( QuickSaveReader.Create(fileName) .Read <string>(inputName))); }
public void LoadTestFile() { QuickSaveReader instReader = QuickSaveReader.Create("TestFile"); }
public static void RestoreGame() { QuickSaveReader saveReader = QuickSaveReader.Create(LoadSaveScript.selectedFile); int indexCount = saveReader.Read <int>("indexCount"); for (int index = 0; index < indexCount; index++) { BaseBehavior.Load(ref saveReader, index); } foreach (GameObject unitObject in GameObject.FindGameObjectsWithTag("Building").Concat(GameObject.FindGameObjectsWithTag("Unit"))) { BaseBehavior unitBaseBehavior = unitObject.GetComponent <BaseBehavior>(); unitBaseBehavior.RestoreBehavior(); } Vector3 cameraPosition = saveReader.Read <Vector3>("cameraPosition"); Quaternion cameraRotation = saveReader.Read <Quaternion>("cameraRotation"); Camera.main.transform.position = cameraPosition; Camera.main.transform.rotation = cameraRotation; CameraController cameraController = Camera.main.GetComponent <CameraController>(); cameraController.resources[BaseBehavior.ResourceType.Gold] = saveReader.Read <float>("gold"); cameraController.resources[BaseBehavior.ResourceType.Wood] = saveReader.Read <float>("wood"); cameraController.resources[BaseBehavior.ResourceType.Food] = saveReader.Read <float>("food"); cameraController.resources[BaseBehavior.ResourceType.Favor] = saveReader.Read <float>("favor"); // Blind texture TerrainGenerator terrainGenerator = Terrain.activeTerrain.GetComponent <TerrainGenerator>(); Color[] colors = terrainGenerator.blindTexture2D.GetPixels(); int[] blindInfo = saveReader.Read <int[]>("blindTextureData"); Color newColor = Color.white; newColor.a = 0; for (int i = 0; i < colors.Length; i++) { colors[i] = blindInfo[i] == 1 ? Color.black : newColor; } terrainGenerator.blindTexture2D.SetPixels(colors); terrainGenerator.blindTexture2D.Apply(); Graphics.Blit(terrainGenerator.blindTexture2D, terrainGenerator.blindTexture); terrainGenerator.initBlindTexture = true; try { // Binds for (int number = 1; number <= 9; number++) { int[] binds = saveReader.Read <int[]>(new StringBuilder(15).AppendFormat("{0}_{1}", number, "bind").ToString()); int i = 0; foreach (int bindObjectUniueId in binds) { cameraController.unitsBinds[KeyCode.Alpha0 + number].Add(BaseBehavior.GetObjectByUniqueId(bindObjectUniueId)); i++; } } } catch (Exception e) { } selectedFile = ""; }
void Start() { QuickSaveReader.Create("UserData") .Read <string>(cryptography.Encrypt("Fpss"), (r) => { strs = cryptography.Decrypt <string>(r); }); Tog.GetComponent <Toggle>().isOn = bool.Parse(strs); }
public void GetString(string inputName) { QuickSaveReader.Create(fileName) .Read <string>(inputName); }