private void Start()
        {
            this._SM       = SingletonMonoBehaviour <SoundManager> .Instance;
            this._instance = VitaSaveManager.Instance;
            this._instance.Open(this);
            this._Label_status = GameObject.Find("Label_status").GetComponent <UILabel>();
            this.BackScene     = Generics.Scene.PortTop;
            this._Set_Status(SaveLoad.Now_State.Idle);
            this._SceneName = Application.get_loadedLevelName();
            Debug.Log("Application.loadedLevelName: " + this._SceneName);
            Hashtable hashtable = null;

            if (RetentionData.GetData() != null)
            {
                hashtable = RetentionData.GetData();
            }
            if (hashtable == null || (int)hashtable.get_Item("rootType") != 1)
            {
                this._Set_Execute_Mode(SaveLoad.Execute_Mode.Save_Mode);
                if ((int)hashtable.get_Item("rootType") == 21)
                {
                    this.BackScene = Generics.Scene.Strategy;
                }
            }
            else
            {
                this._Set_Execute_Mode(SaveLoad.Execute_Mode.Load_Mode);
            }
            if (hashtable != null)
            {
                RetentionData.Release();
            }
            if (this._Execute_Mode == SaveLoad.Execute_Mode.Load_Mode)
            {
                DebugUtils.SLog("ロードを実行します");
                this._DO_LOAD();
            }
            else if (this._Execute_Mode == SaveLoad.Execute_Mode.Save_Mode)
            {
                Debug.Log("セーブを実行します");
                this._DO_SAVE();
                SingletonMonoBehaviour <PortObjectManager> .Instance.PortTransition.EndTransition(null, true, true);
            }
        }
Example #2
0
        private void Start()
        {
            _SM       = SingletonMonoBehaviour <SoundManager> .Instance;
            _instance = VitaSaveManager.Instance;
            _instance.Open(this);
            _Label_status = GameObject.Find("Label_status").GetComponent <UILabel>();
            BackScene     = Generics.Scene.PortTop;
            _Set_Status(Now_State.Idle);
            _SceneName = Application.loadedLevelName;
            Debug.Log("Application.loadedLevelName: " + _SceneName);
            Hashtable hashtable = null;

            if (RetentionData.GetData() != null)
            {
                hashtable = RetentionData.GetData();
            }
            if (hashtable == null || (int)hashtable["rootType"] != 1)
            {
                _Set_Execute_Mode(Execute_Mode.Save_Mode);
                if ((int)hashtable["rootType"] == 21)
                {
                    BackScene = Generics.Scene.Strategy;
                }
            }
            else
            {
                _Set_Execute_Mode(Execute_Mode.Load_Mode);
            }
            if (hashtable != null)
            {
                RetentionData.Release();
            }
            if (_Execute_Mode == Execute_Mode.Load_Mode)
            {
                DebugUtils.SLog("ロ\u30fcドを実行します");
                _DO_LOAD();
            }
            else if (_Execute_Mode == Execute_Mode.Save_Mode)
            {
                Debug.Log("セ\u30fcブを実行します");
                _DO_SAVE();
                SingletonMonoBehaviour <PortObjectManager> .Instance.PortTransition.EndTransition(null);
            }
        }
 protected override void Start()
 {
     this.vitaSaveManager = VitaSaveManager.Instance;
 }