/// <summary> /// 读取内存中的存档值 /// </summary> /// <typeparam name="T1">赋值操作对象类型。</typeparam> /// <typeparam name="T2">你希望保存组件对象类型 /// 请务必保证该类型中的泛型,是你希望保存组件对象类型</typeparam> /// <param name="gameObject">gameObject</param> /// <param name="sceneName">场景名,不填为当前场景</param> /// <returns></returns> public static bool LoadComponent <T1, T2>(this GameObject gameObject, string sceneName = "") where T1 : ISave <T2> where T2 : Component { if (gameObject.CheckEmpty()) { return(false); } T2 component = gameObject.GetComponent <T2>(); if (component.CheckEmpty()) { return(false); } SaveObject saveObject = GetSaveObjectData(gameObject.name, sceneName); SetValue setValue = GetComponentSetValue <T1, T2>(gameObject, saveObject); if (null == setValue) { return(false); } bool result = GameSaveSystem.Load <T1, T2>(component, setValue); return(result); }
void InitGameData() { GameObject player = null; foreach (Interactions Charac in FindObjectsOfType <Interactions>()) { if (Charac.gameObject.name == "Kenneth") { player = Charac.gameObject; } } if (GameObject.FindGameObjectWithTag("Player")) { GameSaveSystem.GameDataInput( Camera.main.GetComponent <CameraFollow>().gameObject, FindObjectOfType <ActiveCharacterScript>(), player, FindObjectOfType <DayNightLight>(), GameObject.FindObjectOfType <Ken_Canvas_Infos>().transform.Find("Panel").Find("Carnet").Find("Goal").Find("GoalFrame").GetComponent <CarnetGoal>(), GameObject.FindObjectOfType <StickersGivenToPNJ>(), GameObject.FindObjectOfType <CanvasManager>().GetCanvas("Board_FIX").transform ); } GameSaveSystem.SettingsDataInput( Resources.Load <AudioMixer>("SoundMixer/MusicMixer"), Resources.Load <AudioMixer>("SoundMixer/FXMixer"), FindObjectOfType <LanguageManager>(), GetMenuSettings() ); //StartCoroutine(TimerLoad()); }
public void LoadSave() { GameSaveSystem.gameToLoad = true; string levelName = "InterScene" + GameSaveSystem.ReturnLevelName(); //Debug.Log(GameSaveSystem.ReturnLevelName()); SceneManager.LoadScene(levelName); }
private void InitManager() { GameSave = GameSaveSystem.GetInstance(); Event = EventCenter.GetInstance(); Music = MusicMgr.GetInstance(); Scenes = ScenesMgr.GetInstance(); UI = UIManager.GetInstance(); Res = ResMgr.GetInstance(); }
/// <summary> /// 保存全局数据,只读当前内存中的存档 /// </summary> /// <typeparam name="T1">赋值操作对象类型。</typeparam> /// <typeparam name="T2">你希望保存组件对象类型 /// 请务必保证该类型中的泛型,是你希望保存组件对象类型</typeparam> /// <param name="component">全局对象</param> public static void SaveGobal <T1, T2>(this T2 component) where T1 : ISave <T2> { if (component.CheckEmpty()) { return; } GameSaveSystem.SaveGobal <T1, T2>(component); }
public void SaveGame() { //Debug.Log("SaveGame"); //LIGNE DE COMMANDE DE SAVE GAME GameSaveSystem.SaveGameData(); //GameObject.Find("Saver").GetComponent<Saver>().MakeASave(); transform.GetChild(9).GetChild(0).GetComponent <Text>().text = LanguageManager.Instance.GetDialog("Menu_03"); transform.GetChild(9).GetComponent <Animator>().SetTrigger("Save"); //feedbackSave }
public void InitLanguage() { SettingsData settingsSave = GameSaveSystem.LoadSettingsData(); if (settingsSave.gameLanguage != language) { language = settingsSave.gameLanguage; } }
public static void SaveComponent <T1, T2>(this T2 component, string sceneName = "") where T1 : ISave <T2> where T2 : Component { if (component.CheckEmpty()) { return; } GameSaveSystem.SaveComponent <T1, T2>(component.gameObject, component, sceneName); }
private void Start() { GameSaveSystem.Init(); InitGameData(); BuildRoomList(); LoadSettings(); //Debug.Log(GameSaveSystem.gameToLoad); LoadAtStart(); }
public void SingelTon() { if (Instans != null) { Destroy(gameObject); } else { Instans = this; DontDestroyOnLoad(gameObject); } }
public void OpenBoardExe() { dialAndBookCanvas.SetActive(false); boardCanvas.SetActive(true); CanvasManager.CManager.GetCanvas("Board_FIX").GetComponent <String_Manager>().SavePositions(); Camera.main.GetComponent <Camera_Manager>().OnBoard(); GetComponent <PlayerMemory>().CheckStickersBoard(); ChangeState(State.OnBoard); Camera.main.GetComponent <CameraFollow>().actualRoom.SetActive(false); gameObject.GetComponent <Rigidbody2D>().gravityScale = 0; GameObject.FindObjectOfType <SaveFile>().ReturnStickersOnBoard(GameSaveSystem.LoadGameData(), CanvasManager.CManager.GetCanvas("Board_FIX").transform); }
void Awake() { if (instance != null && instance != this) { Destroy(gameObject); return; } else { instance = this; } //File.Delete(Application.persistentDataPath + "/SaveData.dat"); }
/// <summary> /// 保存场景对象组件,只写进内存中的存档 /// </summary> /// <typeparam name="T1">赋值操作对象类型。</typeparam> /// <typeparam name="T2">你希望保存组件对象类型 /// 请务必保证该类型中的泛型,是你希望保存组件对象类型</typeparam> /// <param name="gameObject">gameObject</param> /// <param name="sceneName">场景名,不填为当前场景</param> public static void SaveComponent <T1, T2>(this GameObject gameObject, string sceneName = "") where T1 : ISave <T2> { if (gameObject.CheckEmpty()) { return; } T2 component = gameObject.GetComponent <T2>(); if (component.CheckEmpty()) { return; } GameSaveSystem.SaveComponent <T1, T2>(gameObject, component, sceneName); }
/// <summary> /// 读取内存中的全局数据 /// </summary> /// <typeparam name="T1">赋值操作对象类型。</typeparam> /// <typeparam name="T2">你希望保存组件对象类型 /// 请务必保证该类型中的泛型,是你希望保存组件对象类型</typeparam> /// <param name="component">全局对象</param> /// <returns></returns> public static bool LoadGobal <T1, T2>(this T2 component) where T1 : ISave <T2> { if (component.CheckEmpty()) { return(false); } string componentName = typeof(T2).Name; GobalData gobalData = GetGobalObjectData(componentName); SetValue setValue = GetGobalSetValue <T1, T2>(gobalData); if (null == setValue) { return(false); } bool result = GameSaveSystem.Load <T1, T2>(component, setValue); return(result); }
protected override void OnCreate() { gameSaveSystem = World.GetExistingSystem <GameSaveSystem>(); }
public void SaveSettings() { GameSaveSystem.SaveSettingsData(); //Debug.Log("Settings Saved !"); }
public void SaveGame() { GameSaveSystem.SaveGameData(); }
public void LoadGame() { ReturnGameData(GameSaveSystem.LoadGameData()); }
public void LoadSettings() { ReturnSettingsData(GameSaveSystem.LoadSettingsData()); //Debug.Log("Settings Loaded !"); }
private async void Awake() { var configLoader = new ResourcesConfigLoader <ConfigRoot>(_configPath); var world = World.DefaultGameObjectInjectionWorld; var manager = world.EntityManager; var config = (await configLoader.Load()).GameConfig; var gameAreaSettings = new GameAreaSettings(config.GameAreaWidth, config.GameAreaHeight); var blobsSpawnerSettings = new BlobsSpawningSettings ( config.NumUnitsToSpawn, config.UnitSpawnDelay / 1000f, config.MinUnitRadius, config.MaxUnitRadius, config.MinUnitSpeed, config.MaxUnitSpeed, 0.2f, -1, gameAreaSettings, _redBlobMaterial, _blueBlobMaterial ); // DI var simulationTime = new SimulationTime(); manager.World.GetExistingSystem <MovementSystem>().Resolve(simulationTime); manager.World.GetExistingSystem <InstancedSpriteRendererSystem>() .RegisterMaterial(_redBlobMaterial.name.GetHashCode(), _redBlobMaterial); manager.World.GetExistingSystem <InstancedSpriteRendererSystem>() .RegisterMaterial(_blueBlobMaterial.name.GetHashCode(), _blueBlobMaterial); var barrier = new GameAreaBarrier(manager, gameAreaSettings); FindObjectOfType <GameAreaView>().Resolve(barrier); FindObjectOfType <UiTimescaleSlider>().Resolve(simulationTime); FindObjectOfType <CameraZoomToGameAreaBehaviour>().Resolve(barrier); var blobsSpawner = new BlobsSpawner(manager, blobsSpawnerSettings, simulationTime); var winObserver = new GameWinObserver(manager); var gameSaveSystem = new GameSaveSystem(new SaveStorage(), barrier, simulationTime); var uiSaveLoadButtons = FindObjectOfType <UiSaveLoadButtons>(); uiSaveLoadButtons.Resolve(gameSaveSystem); var startNewGameButton = FindObjectOfType <UiStartNewGameButton>(); var gameBehaviour = FindObjectOfType <GameBehaviour>(); gameBehaviour.Resolve(manager, winObserver, uiSaveLoadButtons, blobsSpawner, startNewGameButton); startNewGameButton.Resolve(gameBehaviour); FindObjectOfType <UiPopupsController>().Resolve(winObserver, gameBehaviour, simulationTime); FindObjectOfType <UiGameInfo>().Resolve(winObserver); FindObjectOfType <GizmosDebugger>().Resolve(manager); _tickables.Add(winObserver); _tickables.Add(simulationTime); _tickables.Add(uiSaveLoadButtons); _finishedInitialization = true; }
protected override void OnCreate() { gameSaveSystem = World.GetExistingSystem <GameSaverSystemMock>(); IsReady = true; }
void Awake() { SettingsData settingsData = GameSaveSystem.LoadSettingsData(); isBlackAndWhite = settingsData.isBlAndWht; }