void OnEnable() { SavingWrapper savingWrapper = FindObjectOfType <SavingWrapper>(); if (savingWrapper == null) { return; } foreach (Transform child in contentRoot) { Destroy(child.gameObject); } foreach (string save in savingWrapper.ListSaves()) { GameObject rowInstance = Instantiate(rowPrefab, contentRoot); Button loadButton = rowInstance.GetComponent <LoadButtonSetup>().GetLoadButton(); Button deleteButton = rowInstance.GetComponent <LoadButtonSetup>().GetDeleteButton(); TMP_Text textComp = loadButton.GetComponentInChildren <TMP_Text>(); textComp.text = save; loadButton.onClick.AddListener(() => { savingWrapper.LoadGame(save); }); deleteButton.onClick.AddListener(() => { savingWrapper.DeleteSavedGame(save); Destroy(rowInstance); }); } }
public void SaveAndQuit() { SavingWrapper savingWrapper = FindObjectOfType <SavingWrapper>(); savingWrapper.Save(); savingWrapper.LoadMenu(); }
private IEnumerator Transition() { if (sceneToLoad < 0) { Debug.LogError("Scene to load not set."); yield break; } DontDestroyOnLoad(gameObject); //Fader fader = FindObjectOfType<Fader>(); //yield return fader.FadeOut(fadeOutTime); SavingWrapper wrapper = FindObjectOfType <SavingWrapper>(); wrapper.Save(); yield return(SceneManager.LoadSceneAsync(sceneToLoad)); wrapper.Load(); Portal otherPortal = GetOtherPortal(); UpdatePlayer(otherPortal); wrapper.Save(); yield return(new WaitForSeconds(fadeWaitTime)); //yield return fader.FadeIn(fadeInTime); Destroy(gameObject); }
IEnumerator EndDialogue() { TextObject.SetActive(false); DontDestroyOnLoad(gameObject); Fader fader = FindObjectOfType <Fader>(); SavingWrapper savingWrapper = FindObjectOfType <SavingWrapper>(); // Fade Out yield return(fader.FadeOut(2)); savingWrapper.Save(); yield return(SceneManager.LoadSceneAsync(1)); savingWrapper.Load(); savingWrapper.Save(); yield return(new WaitForSeconds(1)); yield return(fader.FadeIn(2)); Destroy(gameObject); }
//it would have been better if this could have been in the awake method, but //that will need me to make a loader wrapper which I won't do //because it's largely the same private void Start() { wrapper = FindObjectOfType <SavingWrapper>(); StartCanvas = transform.Find("StartCanvas").gameObject; GameSelectCanvas = transform.Find("GameSelectCanvas").gameObject; CreateNewSaveCanvas = transform.Find("CreateNewSaveCanvas").gameObject; }
private new void Start() { base.Start(); _fader = FindObjectOfType <Fader>(); _savingWrapper = FindObjectOfType <SavingWrapper>(); _mana = GetComponent <Mana>(); _ragdollPlayerController = GetComponent <RagdollPlayerController>(); _animator = GetComponent <Animator>(); }
public void SaveGame() { SavingWrapper savingWrapper = (SavingWrapper)GameObject.FindObjectOfType(typeof(SavingWrapper)); if (savingWrapper != null) { savingWrapper.Save(); } }
// Start is called before the first frame update void Start() { Scene currentScene = SceneManager.GetActiveScene(); fader = FindObjectOfType <Fader>(); wrapper = FindObjectOfType <SavingWrapper>(); //if (currentScene.buildIndex == 0) //{ // StartCoroutine(MainMenuCoroutine(currentScene.buildIndex)); //} }
private void OnTriggerStay2D(Collider2D collision) { if (collision.CompareTag("Player")) { if (Input.GetKeyDown(KeyCode.U)) { SavingWrapper savingWrappper = FindObjectOfType <SavingWrapper>(); savingWrappper.Save(); } } }
private void Save() { SavingWrapper savingWrapper = (SavingWrapper)GameObject.FindObjectOfType(typeof(SavingWrapper)); if (savingWrapper != null) { // saveSlotDB.AddSaveRecord(saveFile); savingWrapper.Save(saveFile); } saveMenu.CloseMenu(); }
public void Continue() { { async.allowSceneActivation = true; loadingScreenObj.SetActive(false); Complete.SetActive(false); // Autosave SavingWrapper savingWrapper = FindObjectOfType <SavingWrapper>(); savingWrapper.Save(); } }
private void Save() { SavingWrapper savingWrapper = (SavingWrapper)GameObject.FindObjectOfType(typeof(SavingWrapper)); if (savingWrapper != null) { saveSlotDB.AddSaveRecord(saveFile); savingWrapper.Save(saveFile); } saveMenu.onUpdateMenuFunction -= SetSlotFunction; saveMenu.CloseMenu(); }
private void Delete() { SavingWrapper savingWrapper = (SavingWrapper)GameObject.FindObjectOfType(typeof(SavingWrapper)); if (savingWrapper != null) { saveSlotDB.RemoveSaveRecord(saveFile); savingWrapper.Delete(saveFile); } SetSlotInfo(); saveMenu.CancelDelete(); }
private IEnumerator RespawnRoutine() { SavingWrapper savingWrapper = FindObjectOfType <SavingWrapper>(); // savingWrapper.Save(); yield return(new WaitForSeconds(respawnDelay)); Fader fader = FindObjectOfType <Fader>(); yield return(fader.FadeOut(fadeTime)); RespawnPlayer(); ResetEnemies(); // savingWrapper.Save(); yield return(fader.FadeIn(fadeTime)); }
private IEnumerator Transition() { if (_sceneToLoad < 0) { Debug.Log("Scene to load not set"); yield break; } DontDestroyOnLoad(gameObject); Fader fader = FindObjectOfType <Fader>(); SavingWrapper wrapper = FindObjectOfType <SavingWrapper>(); PlayerController playerController = GameObject.FindWithTag("Player").GetComponent <PlayerController>(); playerController.enabled = false; yield return(fader.FadeOut(fadeOutTime)); // Save Level wrapper.Save(); yield return(SceneManager.LoadSceneAsync(_sceneToLoad)); PlayerController newPlayerController = GameObject.FindWithTag("Player").GetComponent <PlayerController>(); newPlayerController.enabled = false; Portal otherPortal = GetOtherPortal(); // Load Level wrapper.Load(); UpdatePlayer(otherPortal); // Save Again with the new position wrapper.Save(); yield return(new WaitForSeconds(fadeWaitTime)); fader.FadeIn(fadeInTime); newPlayerController.enabled = true; Destroy(gameObject); }
public void ChooseNewFollower() { // Delete old save SavingWrapper savingWrapper = (SavingWrapper)GameObject.FindObjectOfType(typeof(SavingWrapper)); if (savingWrapper != null) { savingWrapper.Delete(); } // Create and register new follower FollowerRole followerRole = new FollowerRole(); followerRole.FollowerClass = followerPrefab.GetComponent <BaseStats>().GetClass(); followerRole.Identifier = followerPrefab.GenerateNewUniqueIdentifier(); // followers.AddNewFollower(FollowerPosition.Combat, followerRole); GetComponent <ChangeSceneButton>().ChangeScene(); }
public void CreateWorld() { foreach (World world in Menu.instance.GetWorlds()) { if (world.name == worldName) { print("Name Already Exists"); return; } } World newWorld = new World(); newWorld.name = worldName; newWorld.seed = worldName.GetHashCode().ToString(); print(newWorld.seed); Menu.instance.AddWorld(newWorld); print(Menu.instance.GetWorlds().Count); SavingWrapper savingWrapper = FindObjectOfType(typeof(SavingWrapper)) as SavingWrapper; savingWrapper.Save(); }
IEnumerator Transition() { DontDestroyOnLoad(gameObject); Fader fader = FindObjectOfType <Fader>(); SavingWrapper savingWrapper = FindObjectOfType <SavingWrapper>(); //remove player's control to escape of race condition Player playerMovement = GameObject.FindWithTag("Player").GetComponent <Player>(); playerMovement.enabled = false; yield return(fader.FadeOut(fadeOutTime)); savingWrapper.Save(); yield return(SceneManager.LoadSceneAsync(nextScene)); //remove player's control in a new scene Player newPlayerMovement = GameObject.FindWithTag("Player").GetComponent <Player>(); newPlayerMovement.enabled = false; savingWrapper.Load(); Portal otherPortal = GetOtherPortal(); PlayerUpdate(otherPortal); savingWrapper.Save(); yield return(new WaitForSeconds(fadeWaitTime)); fader.FadeIn(fadeInTime); //return control newPlayerMovement.enabled = true; Destroy(gameObject); }
private void OnTriggerEnter(Collider other) { //If the player touches the spawn if (other.tag == "Player") { //We get the SavingWrapper in order to save the current state of the spawner GameObject persistant = GameObject.FindGameObjectWithTag("PersistantHandler"); if (persistant != null) { SavingWrapper wrapper = persistant.GetComponentInChildren <SavingWrapper>(); if (wrapper) { wrapper.Save(); } } if (!IsMainSpawn) { SetStartSpawn(); } } }
private IEnumerator Transition() { if (sceneToLoad < 0) { Debug.LogError("Scene to load is not set"); yield break; } DontDestroyOnLoad(gameObject); // Nonsense - was adding more objects to scene Fader fader = FindObjectOfType <Fader>(); SavingWrapper savingWrapper = FindObjectOfType <SavingWrapper>(); yield return(fader.FadeOut(fadeOutTime)); savingWrapper.Save(); yield return(SceneManager.LoadSceneAsync(sceneToLoad)); savingWrapper.Load(); print("Scene loaded"); Portal otherPortal = GetOtherPortal(); print("Portal other portal"); UpdatePlayer(otherPortal); print("Player updated"); yield return(new WaitForSeconds(fadeWaitTime)); yield return(fader.FadeIn(fadeInTime)); yield return(new WaitForSeconds(fadeWaitTime)); Destroy(gameObject); }
private void OnEnable() { SavingWrapper savingWrapper = FindObjectOfType <SavingWrapper>(); if (savingWrapper == null) { return; } foreach (Transform child in contentRoot) { Destroy(child.gameObject); } foreach (string save in savingWrapper.ListSaves()) { GameObject buttonInstance = Instantiate(buttonPrefab, contentRoot); TMP_Text textComp = buttonInstance.GetComponentInChildren <TMP_Text>(); textComp.text = save; Button button = buttonInstance.GetComponentInChildren <Button>(); button.onClick.AddListener(() => { savingWrapper.LoadGame(save); }); } }
private void Start() { _savingWrapper = FindObjectOfType <SavingWrapper>(); _levelLoader = FindObjectOfType <LevelLoader>(); _savingWrapper.Save(); }
private void Start() { savingWrapper = GameObject.FindObjectOfType <SavingWrapper>(); }
private void Awake() { weaponCollection = GameObject.FindWithTag("Player").GetComponent <WeaponCollection>(); wallet = FindObjectOfType <Wallet>(); savingWrapper = FindObjectOfType <SavingWrapper>(); }
private void Start() { SavingWrapper savingWrapper = FindObjectOfType <SavingWrapper>(); GetComponent <Button>().onClick.AddListener(() => savingWrapper.SaveAndLoadScene(1)); }
private void Awake() { savingWrapper = FindObjectOfType(typeof(SavingWrapper)) as SavingWrapper; gameObject.SetActive(false); }
// generates sizes of areas private void Start() { savingWrapper = FindObjectOfType <SavingWrapper>(); FillAreas(); ProcessLoading(); }
private void Start() { saving = FindObjectOfType <SavingWrapper>(); ActivateAllConnectedUI(currentScreen); }
private void Awake() { playerSkinCollection = FindObjectOfType <PlayerSkinCollection>(); wallet = FindObjectOfType <Wallet>(); savingWrapper = FindObjectOfType <SavingWrapper>(); }
public void Save() { SavingWrapper savingWrapper = FindObjectOfType <SavingWrapper>(); savingWrapper.Save(); }