Exemple #1
0
 public void ResetStory()
 {
     lastText = "";
     for (int i = 0; i < tagsToSave.Length; i++)
     {
         tagsToSave[i] = "";
     }
     if (!Application.isPlaying)
     {
         //PlayerPrefs.SetString(inkStoryObject.storyName + "savedInkStory", "");
         ES3.DeleteKey(inkStoryObject.storyName + "savedInkStory");
     }
     else
     {
         int childCount = textArea.transform.childCount;
         for (int i = childCount - 1; i >= 0; --i)
         {
             GameObject.Destroy(textArea.transform.GetChild(i).gameObject);
         }
         //PlayerPrefs.SetString(inkStoryObject.storyName + "savedInkStory", "");
         ES3.DeleteKey(inkStoryObject.storyName + "savedInkStory");
         DisablePortraits();
         DisableBackgrounds();
         StartStory();
     }
 }
Exemple #2
0
    public void Save()
    {
        // If we're using caching and we've not already cached this file, cache it.
        if (settings.location == ES3.Location.Cache && !ES3.FileExists(settings))
        {
            ES3.CacheFile(settings);
        }

        if (autoSaves == null || autoSaves.Count == 0)
        {
            ES3.DeleteKey(key, settings);
        }
        else
        {
            var gameObjects = new List <GameObject>();
            foreach (var autoSave in autoSaves)
            {
                // If the ES3AutoSave component is disabled, don't save it.
                if (autoSave.enabled)
                {
                    gameObjects.Add(autoSave.gameObject);
                }
            }
            ES3.Save <GameObject[]>(key, gameObjects.ToArray(), settings);
        }

        if (settings.location == ES3.Location.Cache && ES3.FileExists(settings))
        {
            ES3.StoreCachedFile(settings);
        }
    }
Exemple #3
0
 public void ResetGame()
 {
     //PlayerPrefs.SetInt("ClayDemo_hasSaved", 0);
     ES3.DeleteKey("ClayDemo_HasSaved");
     FindObjectOfType <InkWriter> ().ResetStory();
     InkWriter.main.ResetStory();
     SceneManager.LoadScene(SceneManager.GetActiveScene().name);
 }
Exemple #4
0
 public void RemoveAllSettings()
 {
     string[] keys = ES3.GetKeys();
     for (int i = 0; i < keys.Length; i++)
     {
         ES3.DeleteKey(keys[i]);
     }
 }
Exemple #5
0
 public void ClearAllPurchases()
 {
     foreach (var car in CarCache)
     {
         car.IsOwned.SetValue(false);
         ES3.DeleteKey(car.ProductId);
     }
 }
Exemple #6
0
 void ResetAll()
 {
     ES3.DeleteKey("LDJam47_HasSaved");
     ES3.DeleteKey("LDJam47_CurrentLevel");
     ES3.DeleteKey("LDJam47_CurrentXP");
     InkWriter.main.ResetStory();
     SceneManager.LoadScene(SceneManager.GetActiveScene().name);
 }
Exemple #7
0
 public void StartNewGame()
 {
     AudioManager.sharedInstance.UISelect();
     ES3.DeleteKey("posicao");
     ES3.DeleteKey("rotacao");
     ES3.DeleteKey("energia");
     SceneManager.LoadScene(2);
 }
Exemple #8
0
    private void DestroyCurrentQuest()
    {
        ES3.DeleteKey("HasCleard_" + currentQuest.id);
        questList.Remove(currentQuest);
        Destroy(currentQuest.gameObject);

        notificationManager.RefreshNotifications(questList);
    }
Exemple #9
0
    public void ReturnLobby()
    {
        if (ES3.FileExists("WeaponList.es3"))
        {
            var keys = ES3.GetKeys("WeaponList.es3");
            for (int i = 0; i < keys.Length; i++)
            {
                if (ES3.KeyExists(i.ToString(), "WeaponList.es3"))
                {
                    ES3.DeleteKey(i.ToString(), "WeaponList.es3");
                }
            }
        }

        if (this.weaponParent == null)
        {
            this.weaponParent = GameObject.Find("GunSlot").transform;
        }

        weaponList.Clear();
        GameObject weaponObj;
        CWeapon    weapon;

        if (ES3.KeyExists("BaseGun", "Weapon.es3"))
        {
            string weaponName = ES3.Load <string>("BaseGun", "Weapon.es3");
            weaponObj = GameObject.Instantiate(CResourceManager.Instance.GetObjectForKey("Prefabs/Gun/" +
                                                                                         weaponName), this.weaponParent);

            weapon         = weaponObj.GetComponent <CWeapon>();
            weapon.gunName = weaponName;
        }

        else
        {
            weaponObj      = GameObject.Instantiate(CResourceManager.Instance.GetObjectForKey("Prefabs/Gun/DAKGUN"), this.weaponParent);
            weapon         = weaponObj.GetComponent <CWeapon>();
            weapon.gunName = "DAKGUN";
        }


        weapon.SetGunImageSetting();
        bulletArray[0] = weapon.GetMaxBullet();
        for (int i = 1; i < bulletArray.Length; i++)
        {
            bulletArray[i] = -1;
        }

        if (this.weaponParent == null)
        {
            this.weaponParent = GameObject.Find("GunSlot").transform;
        }

        this.SetCurrentWeapon(weapon);
        this.AddWeapon(weapon);
        ES3.Save <int>("CurrentWeaponIndex", this.currentWeaponIndex, "Weapon.es3");
        ES3.Save <string>("BaseGun", weapon.gunName, "Weapon.es3");
    }
Exemple #10
0
    // Creates a new Story object with the compiled story which we can then play!
    public void StartStory()
    {
        HideCanvas(false);

        if (clearOnNewStory)
        {
            ClearChildren();
        }

        lastText         = "";
        lastSaveableTags = "";
        story            = new ClayStory(inkStoryObject.inkJsonAsset.text);
        inkStoryObject.Init();
        //string savedJson = PlayerPrefs.GetString(inkStoryObject.storyName + "savedInkStory");
        string savedJson = "";

        if (ES3.KeyExists("LDJam47_HasSaved"))
        {
            if (ES3.KeyExists(inkStoryObject.storyName + "savedInkStory"))
            {
                savedJson = ES3.Load <string> (inkStoryObject.storyName + "savedInkStory");
            }
            ;
            if (savedJson != "")
            {
                InkWriter.main.story.state.LoadJson(savedJson);
                Debug.Log("Loading story");
                lastText         = (string)InkWriter.main.story.variablesState["lastSavedString"];
                lastSaveableTags = (string)InkWriter.main.story.variablesState["lastSavedTags"];
                Debug.Log("Tags at load point: " + lastSaveableTags);
                loading = true;
                if (mainWriter && eventToGoToInCaseOfLoad != "")
                {
                    GoToKnot(eventToGoToInCaseOfLoad);
                }
                ;
            }
            else     // no saved json -> go to "start" knot
            {
                if (mainWriter)
                {
                    GoToKnot("start");
                }
                ;
            }
        }
        else     // no saved json -> go to "start" knot
        {
            ES3.DeleteKey(inkStoryObject.storyName + "savedInkStory");
            if (mainWriter)
            {
                GoToKnot("start");
            }
            ;
        }
        InkWriter.main.story.variablesState["debug"] = false;
        RefreshView();
    }
Exemple #11
0
        /// <summary>
        /// 全セーブデータ削除
        /// </summary>
        public static void DeleteAllSaveData()
        {
            var keys = ES3.GetKeys()
                       .ToList();

            keys.ForEach(key => ES3.DeleteKey(key));

            MainUIManager.I.ShowAnnounceMessage("全セーブデータを削除\nしました。(再起動後有効)", 2);
        }
Exemple #12
0
 /// <summary>
 /// ランキングの削除(正確にはキーを削除するだけだが、これでアクセスできなくなるのでOK)
 /// </summary>
 /// <param name="key"></param>
 /// <param name="filePath"></param>
 public static void deleteData(string key, string filePath)
 {
     //キーが無いのに削除しようとするとIOExceptionを吐くので注意
     //キーを削除すればその記録にはアクセスできなくなるし、再度セーブされるときには上書きされる
     if (ES3.KeyExists(key, filePath))
     {
         ES3.DeleteKey(key, filePath);
     }
 }
Exemple #13
0
    public void GoToDungeonStatus(int foodcount)
    {
        ES3.DeleteKey("dungeonObject");
        DungeonStatus ds = new DungeonStatus(SceneStatusManager.Ins);

        this.Dungeon.food = foodcount;
        ds.Dungeon        = this.Dungeon;
        ds.cc             = this.cc;
        SceneStatusManager.Ins.SetSceneStatus(ds);
    }
Exemple #14
0
 public override void DeleteSavedGameData(int slotNumber)
 {
     if (useSeparateFiles)
     {
         ES3.DeleteFile(GetFilename(slotNumber));
     }
     else
     {
         ES3.DeleteKey(GetKey(slotNumber), GetFilename(slotNumber));
     }
 }
 /*
  *  Deletes all prefab instances from the scene and from the save file.
  */
 public void DeletePrefabs()
 {
     // Delete the keys relating to this prefab.
     ES3.DeleteKey(id);
     ES3.DeleteKey(id + "count");
     // Destroy each created prefab, and then clear the List.
     for (int i = 0; i < prefabInstances.Count; i++)
     {
         Destroy(prefabInstances[i].gameObject);
     }
     prefabInstances.Clear();
 }
Exemple #16
0
    public void NewGame()
    {
        PlayerPrefs.DeleteAll();
        foreach (var key in ES3.GetKeys())
        {
            ES3.DeleteKey(key);
        }

        tutorialQuests.SetQuests(defaultTutorialQuests);
        quests.SetQuests(defaultQuests);
        NewGameEvent.Invoke();
    }
    // Use this for initialization
    void Start()
    {
        if (test && deleteSave)
        {
            ES3.DeleteKey("PlayerPosition");
        }

        InitializeStaticClassReferences();
        StaticUnpauseGame();

        // If there is a save for the current chapter
        if (ES3.KeyExists("PlayerPosition"))
        {
            player.transform.position = ES3.Load <Vector3>("PlayerPosition");
        }
    }
    public void Save()
    {
        if (autoSaves == null || autoSaves.Count == 0)
        {
            ES3.DeleteKey(key, settings);
            return;
        }

        var gameObjects = new List <GameObject>();

        foreach (var autoSave in autoSaves)
        {
            // If the ES3AutoSave component is disabled, don't save it.
            if (autoSave.enabled)
            {
                gameObjects.Add(autoSave.gameObject);
            }
        }

        ES3.Save <GameObject[]>(key, gameObjects.ToArray(), settings);
    }
Exemple #19
0
    // this function works by deleting all settings keys and then re-applying all settings, which loads their default values
    public void ResetOptionsToDefault()
    {
        ES3.DeleteKey("GlobalVolume", "settings.txt");
        ES3.DeleteKey("MusicVolume", "settings.txt");
        ES3.DeleteKey("SFXVolume", "settings.txt");

        ES3.DeleteKey("XSensitivity", "settings.txt");
        ES3.DeleteKey("YSensitivity", "settings.txt");
        ES3.DeleteKey("InvertMouseX", "settings.txt");
        ES3.DeleteKey("InvertMouseY", "settings.txt");

        ES3.DeleteKey("MaxFPS", "settings.txt");
        ES3.DeleteKey("ShowFPS", "settings.txt");
        ES3.DeleteKey("VSyncType", "settings.txt");
        ES3.DeleteKey("AntiAliasingLevel", "settings.txt");
        ES3.DeleteKey("AnisotropicFiltering", "settings.txt");
        ES3.DeleteKey("EnableShadows", "settings.txt");
        ES3.DeleteKey("ShadowDistance", "settings.txt");
        ES3.DeleteKey("HeadBob", "settings.txt");
        ES3.DeleteKey("FOV", "settings.txt");
        ES3.DeleteKey("MotionBlur", "settings.txt");
        ES3.DeleteKey("Dithering", "settings.txt");
        ES3.DeleteKey("Bloom", "settings.txt");
        ES3.DeleteKey("BloomIntensity", "settings.txt");
        ES3.DeleteKey("AmbientOcclusion", "settings.txt");
        ES3.DeleteKey("AOIntensity", "settings.txt");
        ES3.DeleteKey("AORadius", "settings.txt");
        ES3.DeleteKey("AOSamples", "settings.txt");
        ES3.DeleteKey("AODownsampling", "settings.txt");
        ES3.DeleteKey("AOHighPrecision", "settings.txt");
        ES3.DeleteKey("Fullscreen", "settings.txt");
        ES3.DeleteKey("ConnectionMode", "settings.txt");

        ES3.DeleteKey("ShowTPSHax", "settings.txt");


        ApplyAllSettings();
    }
Exemple #20
0
 public void RemoveSetting(string settingName)
 {
     ES3.DeleteKey(settingName);
 }
Exemple #21
0
 public override void Enter()
 {
     ES3.DeleteKey(key.Value, GetSettings());
 }
 public void DeleteKey(string keyName)
 {
     ES3.DeleteKey(keyName, settings);
 }
 /// <summary>
 /// Delete the save on current chapter and restart from the beginning
 /// </summary>
 public void DeletaSaveAndRestart()
 {
     ES3.DeleteKey("PlayerPosition");
     LoadCheckPointButton();
 }
 public static void DeleteBlocksText(int level)
 {
     ES3.DeleteKey(STORAGE_KEY.BLOCKS_BY_LEVEL_TEXT + level);
 }
Exemple #25
0
 public void DeleteItem()
 {
     ES3.DeleteKey("ItemKey");
 }
Exemple #26
0
 public void ResetAll()
 {
     ES3.DeleteKey("LDJam47_HasSaved");
     ES3.DeleteKey("LDJam47_CurrentLevel");
     ES3.DeleteKey("LDJam47_CurrentXP");
 }
 public void DeleteProgress()
 {
     ES3.DeleteKey("ProgressKey");
 }