public override void Save(GameDataWriter writer) { writer.Write(shapes.Count); writer.Write(Random.state); writer.Write(CreationSpeed); writer.Write(creationProgress); writer.Write(DestructionSpeed); writer.Write(destructionProgress); writer.Write(loadedLevelBuildIndex); GameLevel.Current.Save(writer); for (int i = 0; i < shapes.Count; i++) { writer.Write(shapes[i].OriginFactory.FactoryId); writer.Write(shapes[i].ShapeId); writer.Write(shapes[i].MaterialId); shapes[i].Save(writer); } }
void Save() { GameDataWriter dataWriter = new GameDataWriter(savePath); stateData = new GameStateData { petName = currentPet.petName, energyLevel = currentPet.energy, happinessLevel = currentPet.happiness, isSleep = currentPet.isSleep, isSick = currentPet.isSick, hasTakenBath = currentPet.hasTakenBath, totalSleepDuration = currentPet.remainingSleepDuration, foodCount = currentPet.foodCount, rubCount = currentPet.rubCount, lastRecordedEnergyTimer = currentPet.energyTimer, lastRecordedHappinessTimer = currentPet.happinessTimer, lastRecordedSleepStartTime = currentPet.sleepTimeLastTick, lastRecordedDate = currentPet.date, isEatingTimerOn = currentPet.eatingTimerOn, isRubTimerOn = currentPet.rubTimerOn, isPlayTimerOn = currentPet.playTimerOn, eatCountdown = currentPet.timeUntilNextMealAllowed, rubCountdown = currentPet.timeUntilNextRubAllowed, playCountdown = currentPet.timeUntilCanPlayAgain, eatCountdownLastTick = currentPet.mealTimerLastTick, rubCountdownLastTick = currentPet.rubTimerLastTick, playCountdownLastTick = currentPet.playTimerLastTick }; Debug.Log(stateData.isSleep); dataWriter.SaveData(stateData); Debug.Log("File saved."); }
public override void Save(GameDataWriter writer) { writer.Write(shapes.Count); writer.Write(Random.state); writer.Write(CreationSpeed); writer.Write(creationProgress); writer.Write(DestructionSpeed); writer.Write(destructionProgress); writer.Write(loadedLevelBuildIndex); GameLevel.Current.Save(writer); // Loop through all objects for (int i = 0; i < shapes.Count; i++) { // Save each writer.Write(shapes[i].ShapeId); writer.Write(shapes[i].MaterialId); shapes[i].Save(writer); } }
public override void Save(GameDataWriter writer) // Writes essential data for current scene { writer.Write(shapes.Count); writer.Write(Random.state); writer.Write(CreationSpeed); writer.Write(creationProgress); writer.Write(DestructionSpeed); writer.Write(destructionProgress); writer.Write(loadedLevelBuildIndex); GameLevel.Current.Save(writer); for (int i = 0; i < shapes.Count; i++) // For each shape in the shapes list { writer.Write(shapes[i].OriginFactory.FactoryId); // Save the shape factory it came from writer.Write(shapes[i].ShapeId); // Save shape type writer.Write(shapes[i].MaterialId); // Save material used to render shape shapes[i].Save(writer); } }
public override void Save(GameDataWriter writer) { base.Save(writer); //writer.Write(color); writer.Write(colors.Length); for (int i = 0; i < colors.Length; ++i) { writer.Write(colors[i]); } //writer.Write(AngularVelocity); //writer.Write(Velocity); writer.Write(Age); writer.Write(behaviourList.Count); for (int i = 0; i < behaviourList.Count; ++i) { writer.Write((int)behaviourList[i].BehaviourType); behaviourList[i].Save(writer); } }
public override void Save(GameDataWriter writer) { base.Save(writer); writer.Write(colors.Length); for (int i = 0; i < colors.Length; i++) { writer.Write(colors[i]); } writer.Write(Age); writer.Write(behaviorList.Count); for (int i = 0; i < behaviorList.Count; i++) { writer.Write((int)behaviorList[i].BehaviorType); behaviorList[i].Save(writer); } }
public override void Save(GameDataWriter writer) { writer.Write(_shapes.Count); writer.Write(Random.state); writer.Write(_creationSpeed.Value); writer.Write(_creationProgress); writer.Write(_destructionSpeed.Value); writer.Write(_destructionProgress); writer.Write(_loadedLevelBuildIndex); GameLevel.Current.Save(writer); for (int i = 0, length = _shapes.Count; i < length; i++) { Shape shape = _shapes[i]; writer.Write(_shapes[i].OriginFactory.FactoryId); writer.Write(shape.ShapeId); writer.Write(shape.MaterialId); shape.Save(writer); } }
public override void Save(GameDataWriter writer) { writer.Write(saveVersion); writer.Write(shapes.Count); writer.Write(Random.state); writer.Write(CreationSpeed); writer.Write(creationProgress); writer.Write(DestructionSpeed); writer.Write(destructionProgress); writer.Write(LoadedLevelBuildIndex); GameLevel.CurrentGameLevel.Save(writer); for (int i = 0; i < shapes.Count; i++) { //Debug.Log("writing : " + shapes[i].ShapeId); writer.Write(shapes[i].ShapeId); writer.Write(shapes[i].MaterialId); shapes[i].Save(writer); } }
public override void Save(GameDataWriter writer) { TimeSpan t = DateTime.UtcNow - new DateTime(1970, 1, 1); double secondsSinceEpoch = t.TotalSeconds; this.lastSaveTime = secondsSinceEpoch; writer.Write(gold); writer.Write(floorNumber); writer.Write(items.Count); for (int i = 0; i < items.Count; i++) { items[i].Save(writer); } writer.Write(hasPlayedTutorial); writer.Write(ascensionPoints); writer.Write(numAscensions); writer.Write(lastSaveTime); }
/// <summary> /// 存储游戏状态 /// </summary> /// <param name="writer">写入器</param> /// <remarks> /// 写入这个就是写入游戏! /// </remarks> public override void Save(GameDataWriter writer) { // 存储存档版本 writer.Write(m_shapes.Count); // 写入当前随机数状态 writer.Write(Random.state); writer.Write(CreationSpeed); writer.Write(m_creationProgress); writer.Write(DestructionSpeed); writer.Write(m_destructionProgress); // 写入关卡build编号 writer.Write(loadedLevelBuildIndex); // 写入当前关卡状态 GameLevel.Current.Save(writer); for (int i = 0; i < m_shapes.Count; i++) { // 存储shapeId writer.Write(m_shapes[i].ShapeId); writer.Write(m_shapes[i].MaterialId); m_shapes[i].Save(writer); } }
void Start() { if (!PlayerPrefs.HasKey("gs^2_catastrophe_firstRun")) { GameDataWriter gameDataWriter = new GameDataWriter(); GameData gameData = new GameData(); gameData.Music = 1; gameData.Effect = 1; gameData.Coins = 0; gameData.BestTime = "00:00"; gameData.GamesPlayed = 0; gameData.Highscore = 0; PlayerPrefs.SetInt("gs^2_catastrophe_firstRun", 1); gameDataWriter.WriteGameData(gameData); } else { Destroy(gameObject); } }
public override void Save(GameDataWriter writer) { base.Save(writer); writer.Write(color); }
public override void Save(GameDataWriter writer) { writer.Write(spawnProgress); }
public override void Save(GameDataWriter writer) { writer.Write(origianlScale); writer.Write(duration); writer.Write(dyingAge); }
public override void Save(GameDataWriter writer) { writer.Write(unitSpawn); writer.Write(lastSpawn); }
public void Save(GameDataWriter writer) { writer.Write(transform.localPosition); writer.Write(_velocity); }
public virtual void Save(GameDataWriter writer) { writer.Write(transform.localPosition); writer.Write(transform.localRotation); writer.Write(transform.localScale); }
public override void Save(GameDataWriter writer) { writer.Write(_originalScale); writer.Write(_duration); writer.Write(_dyingAge); }
public override void Save(GameDataWriter writer) { writer.Write(currentWave); writer.Write(waveTimeLeft); }
public override void Save(GameDataWriter writer) { writer.Write(_nextSequentialIndex); }
private void UpdateExePath() { bool valid = true; string gamePath = null; try { gamePath = Path.GetDirectoryName(exe.Text); if (exe.Text.Trim() == "" || !Directory.Exists(gamePath)) { valid = false; } string exeName = Path.GetFileName(exe.Text).ToLower(); if (exeName == "darksoulsremastered.exe") { game = FromGame.DS1R; } else if (exeName == "darksouls.exe") { game = FromGame.DS1; } else { valid = false; } } catch (ArgumentException) { valid = false; } if (!valid) { game = FromGame.UNKNOWN; restoreButton.Enabled = false; restoreL.Text = ""; language.DataSource = defaultLang; language.Enabled = false; return; } Properties.Settings.Default.Exe = exe.Text; Properties.Settings.Default.Save(); List <string> languages = game == FromGame.DS1R ? ds1rLang : ptdeLang; language.DataSource = languages; language.Enabled = true; if (languageToSet != null && languages.Contains(languageToSet)) { language.SelectedIndex = languages.IndexOf(languageToSet); languageToSet = null; } List <string> files = GameDataWriter.GetAllBaseFiles(game); if (files.Count == 0) { randb.Enabled = false; setStatus($@"Error: FogMod dist\{game} subdirectory is missing", true); } List <string> times = new List <string>(); foreach (string file in files) { string path = $@"{gamePath}\{file}"; string bak = path + ".bak"; if (File.Exists(bak)) { times.Add(File.GetLastWriteTime(bak).ToString("yyyy-MM-dd HH:mm:ss")); } } if (times.Count == 0) { restoreL.Text = "Backups will be created with randomization"; restoreButton.Enabled = false; } else { restoreL.Text = $"{(files.Count == times.Count ? "Backups" : "Partial backups")} from {times.Max()}"; restoreButton.Enabled = true; } }
public bool ReadBool() { bool val = GameDataWriter.GetBool(prefsIndex++.ToString()); return(val); }
public override void Save(GameDataWriter writer) { writer.Write(loadedLevelBuildIndex); playerModel.Save(writer); inventoryModel.Save(writer); }
public abstract void Save(GameDataWriter writer);
public override void Save(GameDataWriter writer) { writer.Write(AngularVelocity); }
public override void Save(GameDataWriter writer) { writer.Write(adultDuration); writer.Write(dyingDuration); writer.Write(dyingAge); }
public override void Save(GameDataWriter writer) { writer.Write(Offset); writer.Write(Frequency); writer.Write(previousOscillation); }
public override void Save(GameDataWriter writer) { writer.Write(shapes.Count); shapes.ForEach(c => { writer.Write(c.ShapeId); c.Save(writer); }); }
public override void Save(GameDataWriter writer) { base.Save(writer); writer.Write(nextSequentialIndex); }
public override void Save(GameDataWriter writer) { GameManager.Instance.gameState.Save(writer); }