public static void DeleteNode(GameObject node) { if (node.tag == "CentralTopic") { // remember the name of the map string mapName = GameObject.FindObjectOfType <MindMap>().mapName; EasySave.Save("ResetMapName", mapName); EasySave.Save("isMapReset", true); SceneManager.LoadScene(0); } foreach (var go in node.GetComponent <Node>().nextNodes) { if (go != null) { DeleteNode(go); } } //delete relationship Destroy(node.GetComponent <Node>().relationship); // delete node Destroy(node); }
private void CheckFirstInit() { //If no key, then save 0 coins in bank. if (!EasySave.HasKey <string>("BankCoins")) { EasySave.Save("BankCoins", crypto.Encrypt(0)); } }
private void OnApplicationQuit() { EasySave.Save("Lvl0Cleared", Lvl0Cleared); EasySave.Save("Lvl1Cleared", Lvl1Cleared); EasySave.Save("Lvl2Cleared", Lvl2Cleared); EasySave.Save("Lvl3Cleared", Lvl3Cleared); EasySave.Save("Lvl4Cleared", Lvl4Cleared); EasySave.Save("Lvl5Cleared", Lvl5Cleared); }
private void OnApplicationPause(bool pause) { EasySave.Save("Lvl0Cleared", Lvl0Cleared); EasySave.Save("Lvl1Cleared", Lvl1Cleared); EasySave.Save("Lvl2Cleared", Lvl2Cleared); EasySave.Save("Lvl3Cleared", Lvl3Cleared); EasySave.Save("Lvl4Cleared", Lvl4Cleared); EasySave.Save("Lvl5Cleared", Lvl5Cleared); }
public void AddCoins(int Coins) { int BankCoins = getBankCoins(); BankCoins += Coins; EasySave.Save("BankCoins", crypto.Encrypt(BankCoins)); ((DeathSG)UIManager.Instance.DeathSG).UpdateBankTMP(); }
private void Start() { // Get Rid of this line of code when game is finished FirstRunCompleted = true; if (!FirstRunCompleted) { FirstRunCompleted = true; EasySave.Save("FirstRun", FirstRunCompleted); } CreditsPanel.SetActive(false); }
/// <summary> /// Checks score against high score and saves if higher /// </summary> private void CheckHigherScore() { // If new high score if (score > highScore) { highScore = score; EasySave.Save("highscore", crypto.Encrypt(highScore)); // Store high score ((DeathSG)UIManager.Instance.DeathSG).UpdateScoresTMP("new highscore\n" + score, ""); } else { ((DeathSG)UIManager.Instance.DeathSG).UpdateScoresTMP("score " + score, "high score " + highScore); } }
/// <param name="Coins"></param> /// <returns>True if successful deduction</returns> public bool DeductCoins(int Coins) { int BankCoins = getBankCoins(); if (BankCoins >= Coins) { BankCoins -= Coins; EasySave.Save("BankCoins", crypto.Encrypt(BankCoins)); ((DeathSG)UIManager.Instance.DeathSG).UpdateBankTMP(); return(true); } return(false); }
void settings() { print("yomom" + Settings.gameObject.activeInHierarchy); if (!Settings.gameObject.activeInHierarchy) { print("imdoinit"); Settings.gameObject.SetActive(true); Time.timeScale = 0; } else { Time.timeScale = 1; Settings.gameObject.SetActive(false); EasySave.Save("collsize", collsize); EasySave.Save("size", size); EasySave.Save("speed", speed); EasySave.Save("frequency", Frequency); } }
private void Awake() { //Pass whatever you want to save in the function. EasySave.Save("my-int", 42); EasySave.Save("my-class", new MyClass(231, new List <int> { 23, 33 })); //Load your values with the key as a parameter and specify the type in the <>. Debug.Log("Loaded int: " + EasySave.Load <int>("my-int")); Debug.Log("Loaded MyClass: \n" + EasySave.Load <MyClass>("my-class")); //Loading with default value: defaultValue is returned if the key doesn't exist. Debug.Log("Loaded string: \"" + EasySave.Load("key", "Default Value") + "\""); //Does a key exist Debug.Log("The key \"int-key\" exists: " + EasySave.HasKey <int>("int-key")); Debug.Log("The key \"my-int\" exists: " + EasySave.HasKey <int>("my-int")); //Delete a key and it's values EasySave.Delete <int>("my-int"); Debug.Log("The key \"my-int\" has been deleted. "); }