// Use this for initialization void Start() { if (GameObject.Find ("MidSceneData") == null) { Instantiate (midSceneDataPrefab).name = "MidSceneData"; } string storageDir; #if UNITY_IPHONE && !UNITY_EDITOR storageDir = Path.Combine (Environment.GetFolderPath(Environment.SpecialFolder.Personal), "Game Editor Resources/"); #elif UNITY_EDITOR storageDir = Path.Combine (Application.dataPath, "Resources/Game Editor Resources/"); #else storageDir = Path.Combine (Application.dataPath, "Game Editor Resources/"); #endif ResourceManager.Instance.SetStoragePath (storageDir); levelSaveCollection = ResourceManager.Instance.Load ("levels.xml", typeof(LevelsSaveCollection)) as LevelsSaveCollection; shipSaveCollection = ResourceManager.Instance.Load ("ships.xml", typeof(ShipsSaveCollection)) as ShipsSaveCollection; equipmentSaveCollection = ResourceManager.Instance.Load ("equipment.xml", typeof(EquipmentSaveCollection)) as EquipmentSaveCollection; ammoSaveCollection = ResourceManager.Instance.Load ("ammo.xml", typeof(AmmoSaveCollection)) as AmmoSaveCollection; if (levelSaveCollection.levels.Count == 0 || shipSaveCollection.ships.Count == 0) { Application.LoadLevel ("GameEditor"); } else { poplst_levels.items.Clear (); for (int i = 0; i < levelSaveCollection.levels.Count; i++) { poplst_levels.items.Add (levelSaveCollection.levels [i].name); } poplst_levels.selection = poplst_levels.items [0]; poplst_ship.items.Clear (); for (int i = 0; i < shipSaveCollection.ships.Count; i++) { poplst_ship.items.Add (shipSaveCollection.ships [i].name); } poplst_ship.selection = poplst_ship.items [0]; } }
void Start() { ammoSaveCollection = resourceManager.Load ("ammo.xml", typeof(AmmoSaveCollection)) as AmmoSaveCollection; equipmentSaveCollection = resourceManager.Load ("equipment.xml", typeof(EquipmentSaveCollection)) as EquipmentSaveCollection; shipSaveCollection = resourceManager.Load ("ships.xml", typeof(ShipsSaveCollection)) as ShipsSaveCollection; levelSaveCollection = resourceManager.Load ("levels.xml", typeof(LevelsSaveCollection)) as LevelsSaveCollection; }
void PanelFlipIn(UIPanel source) { if (source.Equals (area_ammoPanel)) { } else if (source.Equals (area_equipmentPanel)) { equipmentSaveCollection = resourceManager.Load ("equipment.xml", typeof(EquipmentSaveCollection)) as EquipmentSaveCollection; } else if (source.Equals (area_levelPanel)) { levelSaveCollection = resourceManager.Load ("levels.xml", typeof(LevelsSaveCollection)) as LevelsSaveCollection; } else if (source.Equals (area_shipPanel)) { shipSaveCollection = resourceManager.Load ("ships.xml", typeof(ShipsSaveCollection)) as ShipsSaveCollection; } }
public void OnResetBtnClick() { string storageDir; #if UNITY_IPHONE && !UNITY_EDITOR storageDir = Path.Combine (Environment.GetFolderPath(Environment.SpecialFolder.Personal), "Game Editor Resources/"); #elif UNITY_EDITOR storageDir = Path.Combine (Application.dataPath, "Resources/Game Editor Resources/"); #else storageDir = Path.Combine (Application.dataPath, "Game Editor Resources/"); #endif if (!Directory.Exists (storageDir)) { Directory.CreateDirectory (storageDir); } TextAsset ta = Resources.Load ("Game Editor Resources/ammo") as TextAsset; using (StreamWriter outfile = new StreamWriter(Path.Combine (storageDir, "ammo.xml"))) { outfile.Write (ta.text); } ta = Resources.Load ("Game Editor Resources/equipment") as TextAsset; using (StreamWriter outfile = new StreamWriter(Path.Combine (storageDir, "equipment.xml"))) { outfile.Write (ta.text); } ta = Resources.Load ("Game Editor Resources/levels") as TextAsset; using (StreamWriter outfile = new StreamWriter(Path.Combine (storageDir, "levels.xml"))) { outfile.Write (ta.text); } ta = Resources.Load ("Game Editor Resources/ships") as TextAsset; using (StreamWriter outfile = new StreamWriter(Path.Combine (storageDir, "ships.xml"))) { outfile.Write (ta.text); } ammoSaveCollection = resourceManager.Load ("ammo.xml", typeof(AmmoSaveCollection)) as AmmoSaveCollection; equipmentSaveCollection = resourceManager.Load ("equipment.xml", typeof(EquipmentSaveCollection)) as EquipmentSaveCollection; shipSaveCollection = resourceManager.Load ("ships.xml", typeof(ShipsSaveCollection)) as ShipsSaveCollection; levelSaveCollection = resourceManager.Load ("levels.xml", typeof(LevelsSaveCollection)) as LevelsSaveCollection; }