void Awake() { save = Resources.Load("SaveData") as SaveScriptableObject2; xiStatus = new XiStatus(save); straightWeponStatus = new StraightWeponStatus(save); flickDodgeStatus = new FlickDodgeStatus(save); snipeCanonStatus = new SnipeCanonStatus(save); }
public void NodeDataSet(NodeData m_nodeData, int m_nodeID, SaveScriptableObject2 m_savedata) { saveData = m_savedata; nodeData = m_nodeData; nodeID = m_nodeID; nodePointName = "NodeLevel" + nodeData.mode.ToString(); TextSet(); }
public void SetStatus(Status.StraightWeponStatus value) { if (save == null) { save = (SaveScriptableObject2)Resources.Load("SaveData"); } straightWeponStatus = value; SpawnPositionSet(); StartBulletMove(); }
void Start() { saveData.Load(); image = GetComponent <Image>(); savaScriptableObject = Resources.Load("SaveData") as SaveScriptableObject2; if (savaScriptableObject.playerName != "") { Debug.Log(savaScriptableObject.name); StartTalk(); Destroy(gameObject); return; } saveData.DataInitialization(); NameInputWindow.SetActive(true); }
void Awake() { saveScriptableObject = Resources.Load(savedataPath) as SaveScriptableObject2; savefilePath = UnityEngine.Application.persistentDataPath + @"/" + savedataPath + ".json"; Debug.Log(savefilePath); stagesavefilePath = UnityEngine.Application.persistentDataPath + @"/" + stagedataPath; if (DataCheck()) { Load(); } else { DataInitialization(); } }
void Awake() { saveScriptableObject = Resources.Load("SaveData") as SaveScriptableObject2; }
public SnipeCanonStatus(SaveScriptableObject2 value) { save = value; }
public FlickDodgeStatus(SaveScriptableObject2 value) { save = value; }
public StraightWeponStatus(SaveScriptableObject2 value) { save = value; }
public XiStatus(SaveScriptableObject2 value) { save = value; }