Example #1
0
    public void saveBoss()
    {
        //path = Application.dataPath + "/SAVES/testSave.txt";
        turrets = GameObject.FindGameObjectsWithTag("turret Main");
        for (int i = 0; i < turrets.Length; i++)
        {
            saveTurretSubwave temp = SaveSubwaveStorage(turrets[i].GetComponent <turretSubwaveStorage>());
            SaveText += JsonUtility.ToJson(temp) + "\n";
        }

#if UNITY_STANDALONE
        var SaveWindowBuild = StandaloneFileBrowser.SaveFilePanel(
            "Save texture as PNG",
            "",
            "boss name" + ".txt",
            "txt");
        if (SaveWindowBuild.Length != 0)
        {
            File.WriteAllText(SaveWindowBuild, SaveText);
        }
#endif
    }
Example #2
0
    IEnumerator loadBossTile()
    {
        spawnedTurret = Instantiate(turret, new Vector3(0, 0, 0), transform.rotation) as GameObject;

        save = new saveTurretSubwave();
        JsonUtility.FromJsonOverwrite(lines[NumOfTurretsLeft], save);

        load = LoadSubwaveStorage(save);

        setAll(load, spawnedTurret.GetComponent <turretSubwaveStorage>(), spawnedTurret);

        spawnedTurret.transform.parent        = boss.transform;
        spawnedTurret.transform.localPosition = spawnedTurret.GetComponent <turretSubwaveStorage>().turretLocation;

        NumOfTurrets = spawnedTurret.GetComponent <turretSubwaveStorage>().TotalNumberOfTurrets;



        //Debug.Log(spawnedTurret.GetComponent<turretSubwaveStorage>().spiralDirection[0, 0]);
        boss.transform.GetChild(0).GetComponent <bossWaveControl>().setArrays();
        boss.transform.GetChild(0).GetComponent <bossWaveControl>().setValues(0);
        NumOfTurretsLeft++;

        if (NumOfTurretsLeft >= NumOfTurrets)
        {
            yield return(new WaitForEndOfFrame());

            yield return(new WaitForEndOfFrame());
        }
        else
        {
            yield return(new WaitForEndOfFrame());

            yield return(new WaitForEndOfFrame());

            StartCoroutine(loadBossTile());
        }
    }
Example #3
0
    //sets all the values in the saveTurretSubwave script with the values in temp
    public saveTurretSubwave SaveSubwaveStorage(turretSubwaveStorage temp)
    {
        save = new saveTurretSubwave();

        save.totalWaveCount       = temp.totalWaveCount;
        save.SubwaveCount         = temp.SubwaveCount;
        save.TotalNumberOfTurrets = temp.TotalNumberOfTurrets;
        save.turretLocation       = temp.turretLocation;
        save.activeInWave         = temp.activeInWave;

        save.isDestroyable = temp.isDestroyable;

        save.numberActiveStreams = temp.numberActiveStreams;
        save.subwaveDuration     = temp.subwaveDuration;

        save.turretHealth = temp.turretHealth;

        //Loops
        int count = 0;

        //Debug.Log("");
        for (int i = 0; i < 4; i++)
        {
            for (int j = 0; j < 16; j++)
            {
                //Debug.Log(count + " ," + i+ " ,"+j);
                save.streamEnabled[count] = temp.streamEnabled[j, i];


                save.turretSavedOnce[count] = temp.turretSavedOnce[j, i];
                save.fireType[count]        = temp.fireType[j, i];
                save.targetingType[count]   = temp.targetingType[j, i];
                save.rotateSpeed[count]     = temp.rotateSpeed[j, i];

                //public Vector4[] temp = new Vector4[16];

                // Target player settings
                save.smoothTarget[count]              = temp.smoothTarget[j, i];
                save.smoothTargetSpeed[count]         = temp.smoothTargetSpeed[j, i];
                save.targetPlayerOffsetAmmount[count] = temp.targetPlayerOffsetAmmount[j, i];


                // arc targetting settings
                save.rotateAngleDirection[count] = temp.rotateAngleDirection[j, i];
                save.rotateAngleWidth[count]     = temp.rotateAngleWidth[j, i];


                // spiral targetting settings
                save.spiralDirection[count] = temp.spiralDirection[j, i];

                //single direction settings
                save.singleDirDirection[count] = temp.singleDirDirection[j, i];


                //Bullet fire variables
                save.bulletFormation[count] = temp.bulletFormation[j, i];
                save.numOfBullets[count]    = temp.numOfBullets[j, i];
                //firerate determines the gap between each burst of shots
                save.firerate[count] = temp.firerate[j, i];
                //bullet delay determins the gap between each individual bullet in a burst (if they are staggered)
                save.bulletDelay[count] = temp.bulletDelay[j, i];
                save.bulletSpeedIncreaseAmmount[count] = temp.bulletSpeedIncreaseAmmount[j, i];
                save.angleBetweenBullets[count]        = temp.angleBetweenBullets[j, i];
                save.bulletRandomRange[count]          = temp.bulletRandomRange[j, i];

                save.shotgunStraight[count]          = temp.shotgunStraight[j, i];
                save.bulletSpeedIncreaseCheck[count] = temp.bulletSpeedIncreaseCheck[j, i];

                //individual bullet settings (what movement type they use  their speed etc)
                save.bulletMovementType[count] = temp.bulletMovementType[j, i];
                save.bulletBaseSpeed[count]    = temp.bulletBaseSpeed[j, i];

                //sin wave storage
                save.bulletAmplitude[count] = temp.bulletAmplitude[j, i];
                save.bulletFrequency[count] = temp.bulletFrequency[j, i];

                //variable speed storage
                save.bulletMaxSpeed[count]             = temp.bulletMaxSpeed[j, i];
                save.bulletMinSpeed[count]             = temp.bulletMinSpeed[j, i];
                save.bulletSpeedChangeFrequency[count] = temp.bulletSpeedChangeFrequency[j, i];


                //travel then target storage
                save.timeUntilChange[count]  = temp.timeUntilChange[j, i];
                save.newTargetingType[count] = temp.newTargetingType[j, i];
                save.speedAfterTarget[count] = temp.speedAfterTarget[j, i];

                save.bulletType[count] = temp.bulletType[j, i];

                count++;
            }
            //count++;
        }


        return(save);
    }