public void LoadSaveData() { if (ES3.KeyExists(saveKey)) { saveData = ES3.Load <SaveData>(saveKey); } }
public string AddPlayer(string account) { int iPlayerId = ES3.KeyExists("IncrementPlayerID") ? ES3.Load <int>("IncrementPlayerID") + 1 : 1; ES3.Save <int>("IncrementPlayerID", iPlayerId); string sPlayerId = iPlayerId.ToString(); ES3.Save <string>(account, sPlayerId, "Account"); string filePath = string.Format("{0}/PlayerInfo", sPlayerId); ES3.Save <string>("PlayerName", sPlayerId, filePath); ES3.Save <int>("GuideStep", 0, filePath); AddHero(sPlayerId, 1006); AddHero(sPlayerId, 1020); filePath = string.Format("{0}/NormalBattle", sPlayerId); ES3.Save <int>("Coin", 0, filePath); ES3.Save <int>("CurSpawn", 0, filePath); ES3.Save <int>("CurWave", 0, filePath); ES3.Save <int>("HighestSpawn", 0, filePath); return(sPlayerId); }
public override void Awake() { base.Awake(); settings = new ES3Settings(ES3.EncryptionType.AES); if (ES3.KeyExists("IsContinue", "Stage.es3")) { if (ES3.Load <bool>("IsContinue", "Stage.es3")) { this.StageLoadData(); } else { this.NotSaveChpaterEnter(); } } else { this.NotSaveChpaterEnter(); } player = FindObjectOfType <CMovement>(); portal = this.transform.Find("Portal").GetComponent <CPortal>(); portal.SetChapterScene(this); this.MoveStage(); }
public void VerifyMainSaveFile() { OnSaveFileAccessed(); if (ES3.FileExists("main.es3")) { Debug.Log("Main save data exists."); } else { Debug.Log("Main save data does not exist."); } if (ES3.KeyExists("mostRecentStartup", "main.es3")) { Debug.Log("Welcome back! Last play session was " + ES3.Load <System.DateTime>("mostRecentStartup", "main.es3")); } ES3.Save <System.DateTime>("mostRecentStartup", System.DateTime.Now, "main.es3"); if (ES3.DirectoryExists(saveFilesDirectory)) { foreach (var filename in ES3.GetFiles(saveFilesDirectory)) { Debug.Log("Found save file: " + filename); } } else { Debug.Log("No save files exist."); } }
void LoadResetTime() { if (ES3.KeyExists("ResetTime")) { resetTime = ES3.Load <DateTime>("ResetTime"); } }
private void Start() { if (SceneManager.GetActiveScene().buildIndex == 0) { resolutions = Screen.resolutions; resolutionDropdown.ClearOptions(); List <string> options = new List <string>(); int currentResolutionIndex = 0; for (int i = 0; i < resolutions.Length; i++) { string option = resolutions[i].width + " x " + resolutions[i].height; options.Add(option); if (resolutions[i].ToString() == Screen.currentResolution.ToString()) { currentResolutionIndex = i; } } resolutionDropdown.AddOptions(options); if (!ES3.KeyExists("ResolutionIndex")) { resolutionDropdown.value = currentResolutionIndex; resolutionDropdown.RefreshShownValue(); } LoadSettings(); SetLoadGameButtons(); } }
public void LoadSavedData() { if (!ES3.FileExists()) { return; } if (ES3.KeyExists("Level")) { GameVo.CurrentLevelID = ES3.Load <int>("Level"); } if (ES3.KeyExists("Vibration")) { GameVo.Vibration = ES3.Load <bool>("Vibration"); } if (ES3.KeyExists("SFX")) { GameVo.SFX = ES3.Load <bool>("SFX"); } if (ES3.KeyExists("Coin")) { GameVo.Coin = ES3.Load <int>("Coin"); } }
public void LoadData(bool shouldSave) { foreach (LevelSelectButton levelSelect in allGrassyLevels) { LevelSelectInfo lSelect = levelSelect.levelToTravelTo; string loadString = "LevelData_" + lSelect.buildSceneNumber.ToString(); if (ES3.KeyExists(loadString)) { LevelSaveData loadedData = ES3.Load <LevelSaveData>(loadString); lSelect.levelCompletionData = new LevelCompletionData(); lSelect.levelCompletionData.completed = loadedData.completed; lSelect.levelCompletionData.earnedStars = loadedData.stars; lSelect.levelCompletionData.cratesUsed = loadedData.cratesDropped; } else { lSelect.levelCompletionData = new LevelCompletionData(); lSelect.levelCompletionData.completed = false; lSelect.levelCompletionData.earnedStars = 0; lSelect.levelCompletionData.cratesUsed = 0; if (shouldSave) { SaveProgress(false, 0, 0, true, lSelect); } } levelSelect.UpdateStars(grassyPalette); } UpdateUnlocks(); }
private void InitStoryData() { if (!ES3.KeyExists(SceneName)) { ES3.Save <Dictionary <string, bool> >(SceneName, StoryData); } StoryData = ES3.Load <Dictionary <string, bool> >(SceneName); if (StoryTriggers.Count <= 0) { foreach (var VARIABLE in transform.GetComponentsInChildren <StoryTrigger>()) { StoryTriggers.Add(VARIABLE); } } foreach (var VARIABLE in StoryTriggers) { OnStoryInitFinish += VARIABLE.AutoInvokeStory; if (StoryData.ContainsKey(VARIABLE.StoryName)) { VARIABLE.StoryIsFinish = StoryData[VARIABLE.StoryName]; } } OnStoryInitFinish?.Invoke(); }
private void Start() { RealStateDuration = stateDurationMinutes * 60; if (ES3.KeyExists("currentStateIndex") == true) { StateIndex = ES3.Load <int>("currentStateIndex"); if (StateIndex != 10) { methodName = "State" + StateIndex; } else { methodName = "State1"; } } else { methodName = WorldStartState; } Type thisType = this.GetType(); MethodInfo theMethod = thisType.GetMethod(methodName); theMethod.Invoke(this, null); }
public override void Awake() { base.Awake(); animator = this.GetComponent <Animator>(); this.fCurrentHealth = this.fStartHealth; movement = this.GetComponent <CMovement>(); shooter = this.GetComponent <CShooter>(); this.flashTime = 0.25f; if (ES3.KeyExists("CurrentHealth", "Player.es3")) { fCurrentHealth = ES3.Load <float>("CurrentHealth", "Player.es3"); fMaxHealth = ES3.Load <float>("MaxHealth", "Player.es3"); shield = ES3.Load <int>("Shield", "Player.es3"); } else { ES3.Save <int>("Shield", shield, "Player.es3"); ES3.Save <float>("CurrentHealth", fCurrentHealth, "Player.es3"); ES3.Save <float>("MaxHealth", fMaxHealth, "Player.es3"); } heartUI = GameObject.Find("Heart_UI").GetComponent <CHeartUI>(); heartUI.SetHeart((int)fCurrentHealth, (int)fMaxHealth, shield); onDeath += EndGame; }
void LoadNextID() { if (ES3.KeyExists("NextID")) { nextID = ES3.Load <int>("NextID"); } }
private void Start() { playerController = GetComponent <CharacterController>(); playerController.enabled = false; tDetection = GetComponent <TriggerDetection>(); keys = GetComponent <playerKeyHolder>(); playerRb = GetComponent <Rigidbody>(); controller = GetComponent <CharacterController>(); isMoving = false; isSafe = false; isDead = false; isStarting = true; Physics.gravity *= 2; StartCoroutine(WaitForMusic()); if (ES3.KeyExists("posicao") && ES3.KeyExists("energia")) { lastCheckpointPos = ES3.Load <Vector3>("posicao"); lastCheckpointRot = ES3.Load <Quaternion>("rotacao"); Manager.current.turnOff = ES3.Load <bool>("energia"); transform.position = lastCheckpointPos; transform.rotation = lastCheckpointRot; } else { lastCheckpointPos = transform.position; lastCheckpointRot = transform.rotation; } playerController.enabled = true; }
public void SyncBattleInfo(string playerId) { string filePath = string.Format("{0}/NormalBattle", playerId); SyncCoin(ES3.Load <int>("Coin", filePath)); SyncCurSpawn(ES3.Load <int>("CurSpawn", filePath)); SyncHighestSpawn(ES3.Load <int>("HighestSpawn", filePath)); int count = 0; for (int i = 0; i < 5; ++i) { if (ES3.KeyExists(string.Format("HeroID{0}", i), filePath)) { ++count; } } for (int i = 0; i < count; ++i) { SyncBattleHero(playerId, i); } ByteBuffer data = new ByteBuffer(); data.writeByte(102); data.writeByte(BattleService.BATTLE_START); ServiceManager.PostMessageShortEx(data); SyncCurWave(ES3.Load <int>("CurWave", filePath)); }
public void Load() { if (ES3.FileExists("SaveData")) { if (ES3.KeyExists("PlayerData", "SaveData")) { ES3.LoadInto <PlayerData>("PlayerData", "SaveData", this); Debug.Log("PlayerDataLoaded " + ", HealthLevel: " + HealthLevel + ", FireRateLevel: " + FireRateLevel + ", BulletDamageLevel:" + BulletDamageLevel + ", BulletNumLevel: " + BulletNumLevel + ", AttractorLevel: " + AttractorLevel + ", Sp: " + Sp); } } else { HealthLevel = 1; FireRateLevel = 1; BulletDamageLevel = 1; BulletNumLevel = 1; AttractorLevel = 1; Sp = 0; ES3.Save <PlayerData>("PlayerData", this, "SaveData"); Debug.Log("SaveData File Not found, PlayerData key created and loaded default values"); } }
public void GetSaveData <T>(SaveEnum key, T obj) where T : Transform { if (ES3.KeyExists(key.ToString())) { ES3.LoadInto <T>(key.ToString(), obj); } }
void LoadHasYetGot() { if (ES3.KeyExists("hasYetGot_DailyReward")) { hasYetGot = ES3.Load <bool>("hasYetGot_DailyReward"); } }
public int GetInt(string settingName, int defaultValue) { if (ES3.KeyExists(settingName)) { return(ES3.Load <int>(settingName)); } return(defaultValue); }
public float GetFloat(string settingName, float defaultValue) { if (ES3.KeyExists(settingName)) { return(ES3.Load <float>(settingName)); } return(defaultValue); }
private void Awake() { //checking if this is our first startup if (ES3.KeyExists("ShotsFired") == true) { Load(); } }
public string GetString(string settingName, string defaultValue) { if (ES3.KeyExists(settingName)) { return(ES3.Load <string>(settingName)); } return(defaultValue); }
private void Start() { AudioManager.sharedInstance.ChangeMusic(AudioManager.MusicType.Menu); if (!ES3.KeyExists("posicao")) { continuarButton.interactable = false; } }
public void MakeFileLoad() { if (!ES3.KeyExists("bIsMade", "MakeWeapon.es3")) { weaponMakePopup.MakeFileSave(); } this.bIsMade = ES3.Load <bool[]>("bIsMade", "MakeWeapon.es3"); }
public bool GetBool(string settingName, bool defaultValue) { if (ES3.KeyExists(settingName)) { return(ES3.Load <bool>(settingName)); } return(defaultValue); }
private void Start() { if (!ES3.KeyExists("CurrentHealth", "Player.es3") || ES3.Load <float>("CurrentHealth", "Player.es3") == 0) { StartCoroutine(SceneOpening()); } InitPlayerData(); }
//TODO 不同的存储文件 public T GetSaveData <T>(SaveEnum key) { if (ES3.KeyExists(key.ToString())) { return(ES3.Load <T>(key.ToString())); } return(ES3.Load <T>(key.ToString(), default(T))); }
// 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(); }
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"); }
// Start is called before the first frame update private void Awake() { TextMesh = GetComponent <TextMeshPro>(); if (ES3.KeyExists("PostProcessing")) { OnOff = ES3.Load <bool>("PostProcessing"); } SetPostState(); }