Example #1
0
        void OnUserDataAction(UserData ud, UserData.Action act)
        {
            switch (act)
            {
            case UserData.Action.Load:
                //update global states
                if (mGlobalStates != null && mGlobalStates.Count > 0)
                {
                    string[] keys = new string[mGlobalStates.Count];
                    mGlobalStates.Keys.CopyTo(keys, 0);

                    foreach (string key in keys)
                    {
                        StateValue val = mGlobalStates[key];
                        val.Apply(ud, string.Format(GlobalDataFormat, key));
                        mGlobalStates[key] = val;
                    }
                }

                //update states
                if (mStates != null && mStates.Count > 0 && !string.IsNullOrEmpty(mScene))
                {
                    string[] keys = new string[mStates.Count];
                    mStates.Keys.CopyTo(keys, 0);

                    foreach (string key in keys)
                    {
                        StateValue val = mStates[key];
                        val.Apply(ud, string.Format(DataFormat, mScene, key));
                        mStates[key] = val;
                    }
                }
                break;
            }
        }
 void OnUserDataAct(UserData ud, UserData.Action act)
 {
     if (act == UserData.Action.Save)
     {
         if (!isTimeTrial)
         {
             SlotInfo.SaveCurrentSlotData();
         }
         //Debug.Log("save slot data");
     }
 }
Example #3
0
 protected virtual void OnUserDataAction(UserData ud, UserData.Action act)
 {
     if (act == UserData.Action.Load)
     {
         //check to see if we are suppose to be removed
         if (GetValue(removeKey) == 1)
         {
             DestroyImmediate(gameObject);
         }
     }
 }
Example #4
0
        void OnUserDataAction(UserData ud, UserData.Action act)
        {
            switch (act)
            {
            case UserData.Action.Load:
                //update global states
                mGlobal.RefreshFromUserData(ud);

                //update local states
                mLocal.RefreshFromUserData(ud);
                break;
            }
        }
        void OnUserDataAction(UserData ud, UserData.Action act)
        {
            switch (act)
            {
            case UserData.Action.Load:
                _Load();
                break;

            case UserData.Action.Save:
                _Save();
                break;
            }
        }