public void LoadAll() { for (int i = 0; i < classes.Count; i++) { classes[i] = (SavedClass)ClassSaver.LoadClass(classes[0].GetType().ToString()); } }
// // Used when moving between scenes, saves all required Infomation // public void SaveGameData() { //This is when Minigames Are Loaded, Each Attribute will be saved. ClassSaver classSaver = new ClassSaver(); string JsonPath = Application.persistentDataPath + "/Test.json"; //Save Array of Waypoints into List. WayPointChecker PointCheck; foreach (GameObject point in WayPoint) { PointCheck = point.GetComponent <WayPointChecker>(); WayPoint WayToList = new WayPoint(); WayToList.Owned = PointCheck.Owned; WayToList.OwnedBy = PointCheck.OwnedBy; WayToList.Ownable = PointCheck.Ownable; WayToList.ChestActive = PointCheck.ChestActive; WayToList.ChestSpace = PointCheck.ChestActive; classSaver.wayPointSaveList.Add(WayToList); } //Save Players Current Postition and Points/Crowns. PlayerSaver playersave = new PlayerSaver(); playersave.P1Pos = PlayerList[0].PlayerObject.GetComponent <PlayerMovement>().WayPointNumber; playersave.P1Points = PlayerList[0].Coins; playersave.P1Crowns = PlayerList[0].Crowns; playersave.P2Pos = PlayerList[1].PlayerObject.GetComponent <PlayerMovement>().WayPointNumber; playersave.P2Points = PlayerList[1].Coins; playersave.P2Crowns = PlayerList[1].Crowns; //Debug.Log(PlayerList[0].PlayerObject.GetComponent<PlayerMovement>().WayPointNumber); if (PlayerAmount == 3 || PlayerAmount == 4) { playersave.P3Pos = PlayerList[2].PlayerObject.GetComponent <PlayerMovement>().WayPointNumber; playersave.P3Points = PlayerList[2].Coins; playersave.P3Crowns = PlayerList[2].Crowns; } if (PlayerAmount == 4) { playersave.P4Pos = PlayerList[3].PlayerObject.GetComponent <PlayerMovement>().WayPointNumber; playersave.P4Points = PlayerList[3].Coins; playersave.P4Crowns = PlayerList[3].Crowns; } classSaver.savePayerPos.Add(playersave); Debug.Log("SAVING"); string JSONDATA = JsonUtility.ToJson(classSaver, true); File.WriteAllText(JsonPath, JSONDATA); }
private IEnumerator UpdateAll() { for (int i = 0; i < classes.Count; i++) { CurrentStatsInfo.isDownloading = true; classes[i].UpdateClass(); yield return(new WaitUntil(() => CurrentStatsInfo.isDownloading == false)); ClassSaver.SaveClass(classes[i]); } }
public void LoadGameData() { Debug.Log("Loading Data"); //This will be ran after a minigame has been played. It will sort everyone to their relevent location/stats/Waypoints info. CrossGameInfo = JsonUtility.FromJson <ClassSaver>(File.ReadAllText(Application.persistentDataPath + "/Test.json")); //Set Player Info to What it use to be. PlayerList[0].PlayerObject.GetComponent <PlayerMovement>().WayPointNumber = CrossGameInfo.savePayerPos[0].P1Pos; PlayerList[1].PlayerObject.GetComponent <PlayerMovement>().WayPointNumber = CrossGameInfo.savePayerPos[0].P2Pos; //Set Locations for players as otherwise they slowly move there. Checking to see if anyone is on start Stil also if (CrossGameInfo.savePayerPos[0].P1Pos != 0) { PlayerList[0].PlayerObject.transform.position = WayPoint[CrossGameInfo.savePayerPos[0].P1Pos - 1].transform.position; } if (CrossGameInfo.savePayerPos[0].P2Pos != 0) { PlayerList[1].PlayerObject.transform.position = WayPoint[CrossGameInfo.savePayerPos[0].P2Pos - 1].transform.position; } PlayerList[0].Crowns = CrossGameInfo.savePayerPos[0].P1Crowns; PlayerList[1].Crowns = CrossGameInfo.savePayerPos[0].P2Crowns; PlayerList[0].Coins = CrossGameInfo.savePayerPos[0].P1Points; PlayerList[1].Coins = CrossGameInfo.savePayerPos[0].P2Points; if (PlayerAmount == 3 || PlayerAmount == 4) { PlayerList[2].PlayerObject.GetComponent <PlayerMovement>().WayPointNumber = CrossGameInfo.savePayerPos[0].P3Pos; PlayerList[2].Crowns = CrossGameInfo.savePayerPos[0].P3Crowns; PlayerList[2].Coins = CrossGameInfo.savePayerPos[0].P3Points; if (CrossGameInfo.savePayerPos[0].P3Pos != 0) { PlayerList[2].PlayerObject.transform.position = WayPoint[CrossGameInfo.savePayerPos[0].P3Pos - 1].transform.position; } } if (PlayerAmount == 4) { PlayerList[3].PlayerObject.GetComponent <PlayerMovement>().WayPointNumber = CrossGameInfo.savePayerPos[0].P4Pos; PlayerList[3].Crowns = CrossGameInfo.savePayerPos[0].P4Crowns; PlayerList[3].Coins = CrossGameInfo.savePayerPos[0].P4Points; if (CrossGameInfo.savePayerPos[0].P4Pos != 0) { PlayerList[3].PlayerObject.transform.position = WayPoint[CrossGameInfo.savePayerPos[0].P4Pos - 1].transform.position; } } //Loading WayPoints Into Current Array. for (int i = 0; i < CrossGameInfo.wayPointSaveList.Count(); i++) { WayPoint[i].GetComponent <WayPointChecker>().Owned = CrossGameInfo.wayPointSaveList[i].Owned; WayPoint[i].GetComponent <WayPointChecker>().OwnedBy = CrossGameInfo.wayPointSaveList[i].OwnedBy; WayPoint[i].GetComponent <WayPointChecker>().Ownable = CrossGameInfo.wayPointSaveList[i].Ownable; WayPoint[i].GetComponent <WayPointChecker>().ChestActive = CrossGameInfo.wayPointSaveList[i].ChestActive; WayPoint[i].GetComponent <WayPointChecker>().ChestSpace = CrossGameInfo.wayPointSaveList[i].ChestSpace; if (WayPoint[i].GetComponent <WayPointChecker>().ChestActive == true) { WayPoint[i].GetComponent <WayPointChecker>().UpdateChestImage(); } if (WayPoint[i].GetComponent <WayPointChecker>().Owned == true) { WayPoint[i].GetComponent <WayPointChecker>().UpdateColor(); } } Debug.Log("Data Loading Complete"); }