/// <summary> /// Checks the presence of a key in the current saving system. /// </summary> /// <param name="_key">The key to look for</param> /// <param name="_saveFile">The specific filename in which to check. Uses a default file if empty.</param> /// <returns>true if the current saving system has the key already saved in</returns> public bool HasKey(string _key, string _saveFile = "") { return(ES2.Exists(globalSavePath + "/" + GetFileSave_Name(_saveFile) + "?tag=" + _key, es2Settings)); }
internal static void SaveToDefault <T>(string tag, T value) { ES2.Save <T>(value, SavePath + "?tag=" + tag, new ES2Settings()); }
public void Save() { ES2.Save(saveParams, Tag("saveParams")); }
//Codage du bouton quitter public void Quitter() { this.jeuLance = false; ES2.Save(this.jeuLance, "jeuLance"); Application.Quit(); }
internal static Transform GetRadiatorHose3Transform() { ES2Settings settings = new ES2Settings(); return(ES2.Load <Transform>(SavePath + "?tag=radiator hose3(xxxxx)")); }
public void AppendToFile(string identifier) { ES2.AppendRaw(data, identifier); }
void loadSlotData() { #if !EMM_ES2 //if there's already data present on this slot if (PlayerPrefs.GetInt("slot_" + slotId) == slotId) { //then load it and set it at UI saveName_text.text = PlayerPrefs.GetString("slot_saveName_" + slotId); savePercentage_text.text = PlayerPrefs.GetFloat("slot_savePercentage_" + slotId) + "%"; } //get key quickSaveSlot = PlayerPrefs.GetInt("quickSaveSlot") == slotId ? true : false; #else if (ES2.Exists("slot_" + slotId)) { if (ES2.Load <int>("slot_" + slotId) == slotId) { //then load it and set it at UI if (ES2.Exists("slot_saveName_" + slotId)) { saveName_text.text = ES2.Load <string>("slot_saveName_" + slotId); } if (ES2.Exists("slot_savePercentage_" + slotId)) { savePercentage_text.text = ES2.Load <float>("slot_savePercentage_" + slotId) + "%"; } } } //get key if (ES2.Exists("quickSaveSlot")) { quickSaveSlot = ES2.Load <int>("quickSaveSlot") == slotId ? true : false; } #endif //if true if (quickSaveSlot) { //change color Color c = Color.red; c.a = 0.25f; GetComponent <Image>().color = c; //disable btn GetComponentInChildren <Button>().enabled = false; //remove percentage from here savePercentage_text.text = ""; //now finally sending the data saveGameUI.quickSaveSlotData(saveName_text, savePercentage_text, slotId); } if (slotId == 1) { //setting key input save MainMenu_KeyboardController keyInput = FindObjectOfType <MainMenu_KeyboardController>(); if (keyInput) { keyInput.SetNextSelectedGameobject(saveName_text.gameObject); } } }
//Init 2 void OnRetrieveProductsFinised(BillingResult result) { AndroidInAppPurchaseManager.ActionRetrieveProducsFinished -= OnRetrieveProductsFinised; if (result.IsSuccess && !result.IsFailure) { if (PS_Plugin.Instance.isDebugMode && isDebugLog) { Debug.Log("OnRetrieveProductsFinised Success"); } } else { if (PS_Plugin.Instance.isDebugMode && isDebugLog) { Debug.LogError("OnRetrieveProductsFinised " + result.IsSuccess); } PS_Plugin.Instance.OnStoreInitComplete(false); return; } foreach (GoogleProductTemplate p in AndroidInAppPurchaseManager.Client.Inventory.Products) { if (PS_Plugin.Instance.isDebugMode && isDebugLog) { Debug.Log("プロダクトのリストをロードしました: " + p.Title); } if (PS_Plugin.Instance.isDebugMode && isDebugLog) { Debug.Log(p.SKU + "\n"); } OnItemsQuery(p.SKU, p.LocalizedPrice.ToString(), p.Description, p.Title, p.ProductType); if (isConsumableProduct(p.SKU)) { if (AndroidInAppPurchaseManager.Client.Inventory.IsProductPurchased(p.SKU)) { if (PS_Plugin.Instance.isDebugMode && isDebugLog) { Debug.Log("consume 忘れ " + p.SKU); } if (ES2.Exists(DataManger.DataFilename + "?tag=SPOfferLeft")) { consume(p.SKU); } } } else { if (AndroidInAppPurchaseManager.Client.Inventory.IsProductPurchased(p.SKU)) { if (PS_Plugin.Instance.isDebugMode && isDebugLog) { Debug.Log("リストア " + p.SKU); } if (ES2.Exists(DataManger.DataFilename + "?tag=SPOfferLeft")) { OnPurchaceRecovered(p.SKU); } } } } PS_Plugin.Instance.OnStoreInitComplete(true); }
void SaveMapTexture() { //var tex = new UnityEngine.Texture2D(fogTexture.width, fogTexture.height); //tex = fogTexture; ES2.SaveImage(fogTexture, "savedFogTexture.png"); }
// Load the T and X lines with their names void LoadTXLines() { if (ES2.Exists("tLineGameObjects.txt?tag=tLineNames" + SaveManager.currentProjID) && ES2.Exists("xLineGameObjects.txt?tag=xLineNames" + SaveManager.currentProjID) && ES2.Exists("xLineGameObjects.txt?tag=xLineNames" + SaveManager.currentProjID) && ES2.Exists("tLineGameObjects.txt?tag=tLineNameTransforms" + SaveManager.currentProjID) && ES2.Exists("xLineGameObjects.txt?tag=xLineNameTransforms" + SaveManager.currentProjID)) { List <string> tLineTexts = new List <string>(); tLineTexts = ES2.LoadList <string>("tLineGameObjects.txt?tag=tLineNames" + SaveManager.currentProjID); List <Transform> tNameTransforms = new List <Transform>(); tNameTransforms = ES2.LoadList <Transform>("tLineGameObjects.txt?tag=tLineNameTransforms" + SaveManager.currentProjID); List <Transform> xLineTransforms = new List <Transform>(); xLineTransforms = ES2.LoadList <Transform>("xLineGameObjects.txt?tag=xLineTransforms" + SaveManager.currentProjID); List <string> xLineTexts = new List <string>(); xLineTexts = ES2.LoadList <string>("xLineGameObjects.txt?tag=xLineNames" + SaveManager.currentProjID); List <Transform> xNameTransforms = new List <Transform>(); xNameTransforms = ES2.LoadList <Transform>("xLineGameObjects.txt?tag=xLineNameTransforms" + SaveManager.currentProjID); for (int i = 0; i < xLineTransforms.Count; i++) { GameObject txParent = new GameObject(); // Make a GameObject that will contain its T and X axis txParent.name = "txParent"; // Apply T line Info float xLineZRot = xLineTransforms[i].eulerAngles.z; GameObject tempTLine = Instantiate(tLineObject, xLineTransforms[i].position, Quaternion.Euler(0, 0, 90 - xLineZRot)) as GameObject; tempTLine.transform.parent = txParent.transform; tempTLine.transform.localScale = xLineTransforms[i].transform.localScale; AddXandTAxis.linesT.Add(tempTLine); GameObject tempTLineNames = Instantiate(nameObject, tNameTransforms[i].position, Quaternion.identity) as GameObject; tempTLineNames.transform.SetParent(tempTLine.transform); tempTLineNames.GetComponent <TextMesh>().text = tLineTexts[i]; tempTLineNames.transform.localScale = tNameTransforms[i].localScale; tempTLineNames.transform.rotation = tempTLine.transform.rotation; // Apply X Line Info GameObject tempXLine = Instantiate(xLineObject, xLineTransforms[i].position, xLineTransforms[i].rotation) as GameObject; tempXLine.transform.parent = txParent.transform; tempXLine.transform.localScale = xLineTransforms[i].transform.localScale; AddXandTAxis.linesX.Add(tempXLine); GameObject tempXLineNames = Instantiate(nameObject, xNameTransforms[i].position, Quaternion.identity) as GameObject; tempXLineNames.transform.SetParent(tempXLine.transform); tempXLineNames.GetComponent <TextMesh>().text = xLineTexts[i]; tempXLineNames.transform.localScale = xNameTransforms[i].localScale; tempXLineNames.transform.rotation = tempXLine.transform.rotation; txParent.transform.SetParent(txParentsParent.transform); } } }
// If the events loader file exists, load the events with their names void LoadEvents() { if (ES2.Exists("eventGameObjects.txt?tag=eventTransforms" + SaveManager.currentProjID) && ES2.Exists("eventGameObjects.txt?tag=eventNames" + SaveManager.currentProjID)) { List <Transform> eventTransforms = new List <Transform>(); eventTransforms = ES2.LoadList <Transform>("eventGameObjects.txt?tag=eventTransforms" + SaveManager.currentProjID); List <string> eventTexts = new List <string>(); eventTexts = ES2.LoadList <string>("eventGameObjects.txt?tag=eventNames" + SaveManager.currentProjID); for (int i = 0; i < eventTransforms.Count; i++) { // Apply the loaded positions of the events GameObject tempEvents = Instantiate(eventsPicture, eventTransforms[i].transform.position, Quaternion.identity) as GameObject; tempEvents.transform.SetParent(eventsParent.transform); AddAnEvent.events.Add(tempEvents); // Apply the loaded names of the events GameObject tempNames = Instantiate(nameObject, new Vector3(eventTransforms[i].transform.position.x, eventTransforms[i].transform.position.y + 0.1f, eventTransforms[i].transform.position.z), Quaternion.identity) as GameObject; tempNames.transform.SetParent(tempEvents.transform); tempNames.GetComponent <TextMesh>().text = eventTexts[i]; tempNames.transform.localScale = new Vector3(5f, 5f, 1f); } } }
public void LoadPointerPositionAndRotation() { transform.position = ES2.Load <Vector3>("PointerPosition" + SelectedPlayerPointerID + "PlayerID"); transform.rotation = ES2.Load <Quaternion>("PointerRotation" + SelectedPlayerPointerID + "PlayerID"); }
public void Load() { levelToLoad = ES2.Load <string>("savedScene"); SceneManager.LoadScene(levelToLoad); }
/// <summary> /// Deletes an entry from the saving system. /// </summary> /// <param name="_entry">Name of the registry entry</param> public void DeleteEntry(string _key, string _saveFile = "") { ES2.Delete(globalSavePath + "/" + GetFileSave_Name(_saveFile) + "?tag=" + _key, es2Settings); }
public void SaveToFile(string identifier) { ES2.Delete(identifier); ES2.SaveRaw(data, identifier); }
// Encrypt and save player email public static void SaveEmail(string email) { ES2.Save(email, "gepr?tag=email"); }
public void SaveToFile(string identifier, ES2Settings settings) { ES2.Delete(identifier); ES2.SaveRaw(data, identifier, settings.Clone(identifier)); }
private void SaveUser(User user) { var userSerialized = JsonConvert.SerializeObject(user); ES2.Save(userSerialized, UserCacheKey); }
public void AppendToFile(string identifier, ES2Settings settings) { ES2.AppendRaw(data, identifier, settings.Clone(identifier)); }
public void clearDatas() { ES2.Delete(dataFile); }
public void SetVolume() { ES2.Save(_backgroundVolume.value, path + "?tag=backgroundVolume"); _audio.volume = _backgroundVolume.value; }
public void Load() { //On lance le coeur levelToLoad = ES2.Load <string>("savedScene"); SceneManager.LoadScene(levelToLoad); }
public void loadFromFile() { memories = ES2.LoadList <MemoryObject>("merky.txt?tag=memories"); gameStates = ES2.LoadList <GameState>("merky.txt?tag=states"); }
/* * This is where we save the Variables/Components of our prefab. */ void SavePrefab(GameObject prefabToSave, int tag) { // Save the Transform of the prefab. ES2.Save(prefabToSave.transform, filename + "?tag=" + tag); }
internal static void SaveToItem <T>(string tag, T value) { ES2.Save <T>(value, ItemsPath + "?tag=" + tag, new ES2Settings()); }
public static bool Load() { bool isFirstGame = true; if (ES2.Exists("GameInfo.txt?encrypt=true&password=fcde34ux6sj")) { isFirstGame = false; Debug.Log("~~~~Exists~~~~"); ES2Data info = ES2.LoadAll("GameInfo.txt?encrypt=true&password=fcde34ux6sj"); Debug.Log("~~~~topScore" + (info.TagExists("topScore")?" Exists~~~~":" None~~~~")); Debug.Log("~~~~theme" + (info.TagExists("theme")?" Exists~~~~":" None~~~~")); Debug.Log("~~~~tile" + (info.TagExists("tile")?" Exists~~~~":" None~~~~")); Debug.Log("~~~~background" + (info.TagExists("background")?" Exists~~~~":" None~~~~")); Debug.Log("~~~~unlocked" + (info.TagExists("unlocked")?" Exists~~~~":" None~~~~")); if (info.TagExists("currentLevel")) { currentLevel = info.Load <int> ("currentLevel"); } // else // currentLevel = Resources.LoadAll<LevelData>("LevelData")[0].backupID; if (info.TagExists("topScoreLevels")) { topScoreLevels = info.LoadDictionary <int, int> ("topScoreLevels"); } else { topScoreLevels = new Dictionary <int, int> (); } if (info.TagExists("topScore")) { topScore = info.Load <int> ("topScore"); } else { topScore = 0; } if (info.TagExists("theme")) { currentTheme = info.Load <string> ("theme"); } else { currentTheme = "original"; } if (info.TagExists("tile")) { currentTile = info.Load <int> ("tile"); } else { currentTile = 0; } if (info.TagExists("background")) { currentBackground = info.Load <int> ("background"); } else { currentBackground = 0; } if (info.TagExists("unlocked")) { unlocks = info.LoadList <string> ("unlocked"); } else { unlocks = new List <string> () { "original", "colorblind", "tile 1", "wallpaper 1", } }; } else { topScore = 0; currentTheme = "original"; currentTile = 0; currentBackground = 0; unlocks = new List <string> () { "original", "colorblind", "tile 1", "wallpaper 1", }; } return(isFirstGame); }
public static void VerifySave() { if (!File.Exists(SavePath)) { return; } // Passenger bucket seat. // Check if driver bucket seat is bought and check the same for passenger one. // If they do not match, fix it. try { saveBugs = new List <SaveBugs>(); bool bucketPassengerSeat = ES2.Load <bool>(SavePath + "?tag=bucket seat passenger(Clone)Purchased", setting); bool bucketDriverSeat = ES2.Load <bool>(SavePath + "?tag=bucket seat driver(Clone)Purchased", setting); if (bucketDriverSeat != bucketPassengerSeat) { saveBugs.Add(SaveBugs.New("Bucket Seats", "One bucket seat is present in the game world, while the other isn't - both should be in game world.", () => { ES2.Save(true, SavePath + "?tag=bucket seat passenger(Clone)Purchased"); ES2.Save(true, SavePath + "?tag=bucket seat driver(Clone)Purchased"); })); } } catch (Exception e) { ExceptionManager.New(e, false, "VERIFY_SAVE_BUCKET_SEAT"); } try { bool tractorTrailerAttached = ES2.Load <bool>(SavePath + "?tag=TractorTrailerAttached", setting); Transform flatbedTransform = ES2.Load <Transform>(SavePath + "?tag=FlatbedTransform", setting); Transform kekmetTransform = ES2.Load <Transform>(SavePath + "?tag=TractorTransform", setting); if (tractorTrailerAttached && Vector3.Distance(flatbedTransform.position, kekmetTransform.position) > 5.5f) { saveBugs.Add(SaveBugs.New("Flatbed Trailer Attached", "Trailer and tractor are too far apart from each other - impossible for them to be attached.", () => { ES2.Save(false, SavePath + "?tag=TractorTrailerAttached", new ES2Settings()); })); } } catch (Exception ex) { ExceptionManager.New(ex, false, "VERIFY_SAVE_FLATBED"); } try { // This one applies fix quietly, as it happens so often, // it would be annoying to nag player about that error. if (SaveFileExists) { MopSaveData save = ModSave.Load <MopSaveData>(mopSavePath); bool bumperRearInstalled = ES2.Load <bool>(SavePath + "?tag=bumper rear(Clone)Installed", setting); float bumperTightness = ES2.Load <float>(SavePath + "?tag=Bumper_RearTightness", setting); if (bumperRearInstalled && bumperTightness != save.rearBumperTightness) { ES2.Save(save.rearBumperTightness, SavePath + "?tag=Bumper_RearTightness"); ES2.Save(save.rearBumperBolts, SavePath + "?tag=Bumper_RearBolts"); } } } catch (Exception ex) { ExceptionManager.New(ex, false, "VERIFY_BUMPER_REAR"); } if (saveBugs.Count > 0) { ModPrompt.CreateYesNoPrompt($"MOP found <color=yellow>{saveBugs.Count}</color> problem{(saveBugs.Count > 1 ? "s" : "")} with your save:\n\n" + $"<color=yellow>{string.Join(", ", saveBugs.Select(f => f.BugName).ToArray())}</color>\n\n" + $"Would you like MOP to try and fix {((saveBugs.Count > 1) ? "them" : "it")}?", "MOP - Save Integrity Verification", FixAllProblems); } else { ModConsole.Log("[MOP] MOP didn't find any problems with your save :)"); } }
public static void SaveCurrentLevel(int levelID) { currentLevel = levelID; ES2.Save <int> (currentLevel, "GameInfo.txt?tag=currentLevel&encrypt=true&password=fcde34ux6sj"); }
public void Delete() { ES2.Delete(file); }
/// <summary> /// Save a generic Param of T type with a tag /// </summary> /// <typeparam name="T">Type to be saved</typeparam> /// <param name="_key">The tag associated with the value to be saved</param> /// <param name="_param">The value of the param to save</param> /// <param name="_saveFile">The specific filename in which EasySave will write. Uses a default file if empty.</param> public void Save <T>(string _key, T _param, string _saveFile = "") { Debug.Log("Want to save " + _param + " as " + _key + " in " + _saveFile + " //// " + es2Settings.saveLocation); ES2.Save(_param, globalSavePath + "/" + GetFileSave_Name(_saveFile) + "?tag=" + _key, es2Settings); }