void LoadPlayerProfile() { GameSaver gs = new GameSaver(); PlayerProfile playerProfile = gs.LoadProfile(); playerUnit.SetColor(playerProfile.myUnit.myColor); playerUnit.SetName(playerProfile.myUnit.name); playerUnit.SetWish(playerProfile.myUnit.wish); playerUnit.LoadWeapon(playerProfile.myUnit.weapon); }
// Start is called before the first frame update void Start() { gameSaverScript = FindObjectOfType <GameSaver>(); if (PlayerPrefs.GetInt(gameSaverScript.keyFirstMapZoom) == 1) { transform.position = new Vector3(PlayerPrefs.GetFloat(gameSaverScript.cameraStartX), PlayerPrefs.GetFloat(gameSaverScript.cameraStartY), -10f); cam.orthographicSize = PlayerPrefs.GetFloat(gameSaverScript.cameraStartZoom); } }
public override void OnInspectorGUI() { DrawDefaultInspector(); GameSaver saver = (GameSaver)target; if (GUILayout.Button("DeleteSaves")) { saver.DeleteAll(); } }
public void QuitGame() { #if UNITY_EDITOR GameSaver.SaveData(saveFile, dataPath); UnityEditor.EditorApplication.isPlaying = false; #else GameSaver.SaveData(saveFile, dataPath); Application.Quit(); #endif }
// Start is called before the first frame update void Start() { gameSaverScript = FindObjectOfType <GameSaver>(); spinObjectScript = GetComponent <SpinObject>(); if (PlayerPrefs.GetInt(gameSaverScript.keyStartingMarkerSpin) == 0) { spinObjectScript.rotateMarker = true; } }
public void LoadGame() { GameSaver gameSaver = SaveSystem.LoadGame(); myPanelManager.SetPanels(gameSaver); myUIManager.LoadTime(gameSaver); hours = gameSaver.hours; minutes = gameSaver.minutes; seconds = gameSaver.seconds; }
void GetReferencesFromScene() { flowchart = GameObject.FindObjectOfType <Flowchart>(); flowchartTransVar = flowchart.GetVariable <TransformVariable>("thisTrans"); gameSaver = GameObject.FindObjectOfType <GameSaver>(); gameLoader = GameObject.FindObjectOfType <GameLoader>(); saveManager = GameObject.FindObjectOfType <SaveManager>(); GetRefsToGameObjects(); }
// Use this for initialization void Awake() { levelCompleteScreen.SetActive(false); inputManager = FindObjectOfType <InputManager>(); gameManager = FindObjectOfType <GameManager>(); gameSaver = GameSaver.instance; bitsUI = FindObjectOfType <BitsUI>(); timeUI = FindObjectOfType <TimeUI>(); bitsUI.reqBits = reqBits; timeUI.reqTime = reqTime; }
public void BackSettings() { SettingsAnim.Play("Hide"); Animation.Play("Show"); Screen.SetResolution(resolution.x, resolution.y, fullscreen.isOn); MainText.SetText("Pandemic 3000"); ChangeVolume(); SaveData saveData = GetSaveData(); GameSaver.Savegame(saveData); }
private void Start() { m_PlayerLastChunkCoord = new ChunkCoord(); Random.InitState(m_Seed); m_SpawnPosition = new Vector3(VoxelData.m_WorldSizeInVoxels / 2f, VoxelData.m_ChunkHeight - 1, VoxelData.m_WorldSizeInVoxels / 2f); GenerateWorld(); m_Saver = new GameSaver(this); m_PlayerTransform.position = m_SpawnPosition; m_PlayerLastChunkCoord = GetChunkCoordsFromPosition(m_PlayerTransform.position); }
public static void SaveGame(PanelManager myPanelManager, GameManager myGameManager) { BinaryFormatter formatter = new BinaryFormatter(); string path = Application.persistentDataPath + "/GameSave.txt"; FileStream file = new FileStream(path, FileMode.Create); GameSaver gameSaver = new GameSaver(myPanelManager, myGameManager); formatter.Serialize(file, gameSaver); file.Close(); }
public void TestSave() { GameSaver saver = new GameSaver(); GameImpl myGame = new GameImpl(); saver.Save(myGame); Assert.IsTrue(saver.IsSavingPresent()); Assert.AreNotEqual(saver.Load(), new GameImpl()); Assert.AreEqual(myGame, saver.Load()); }
void Awake() { sunUp = true; villageList = new List <Village>(); cityList = new List <City>(); day = 1; village = Resources.Load("Prefabs/Village") as GameObject; saltFlats = Resources.Load("Prefabs/SaltFlats") as GameObject; basicEnvironmentsList = new List <Environment>(); gameSaver = gameSaverObject.GetComponent <GameSaver>(); cityTable = new Hashtable(); }
void Start() { audioSource = GetComponent <AudioSource>(); gameSaverScript = FindObjectOfType <GameSaver>(); spriteRenderer = GetComponent <SpriteRenderer>(); if (spriteRenderer.sprite == null) { spriteRenderer.sprite = buttonIn; // set the sprite to sprite1 } }
// Start is called before the first frame update void Start() { gameSaverScript = FindObjectOfType <GameSaver>(); pauseGameStatusScript = FindObjectOfType <PauseGameStatus>(); orthoSize = cameraStartZoom; if (PlayerPrefs.GetInt(gameSaverScript.keyFirstMapZoom) == 0) { cam.orthographicSize = orthoSize; } }
private void Start() { // If we haven't set up the Unity Purchasing reference if (m_StoreController == null) { // Begin to configure our connection to Purchasing InitializePurchasing(); } gameSaverScript = FindObjectOfType <GameSaver>(); audioSource = GetComponent <AudioSource>(); }
// Start is called before the first frame update void Start() { gameSaverScript = FindObjectOfType <GameSaver>(); PlayerPrefs.SetInt(thisCityName + gameSaverScript.keyScoreReqPerLevel, thisCityPassPoints); PlayerPrefs.SetInt(thisCityName + gameSaverScript.keyCoinsReqPerLevel, thisCityPassCoins); PlayerPrefs.SetInt(thisCityName + gameSaverScript.keyMatchesReqPerLevel, thisCityPassMatches); thisCityPointsEarned = PlayerPrefs.GetInt(thisCityName + gameSaverScript.keyHighScoresPerLevel); thisCityCoinsEarned = PlayerPrefs.GetInt(thisCityName + gameSaverScript.keyHighCoinsPerLevel); thisCityMatchesEarned = PlayerPrefs.GetInt(thisCityName + gameSaverScript.keyHighMatchesPerLevel); }
// Start is called before the first frame update void Start() { thisScene = SceneManager.GetActiveScene(); sceneName = thisScene.name; gameSaverScript = FindObjectOfType <GameSaver>(); Invoke("SetFirstRunValues", 15f); PlayerPrefs.SetFloat(gameSaverScript.cameraStartX, camStartX); PlayerPrefs.SetFloat(gameSaverScript.cameraStartY, camStartY); PlayerPrefs.SetFloat(gameSaverScript.cameraStartZoom, camStartZoom); }
private void NextBtn_Click(object sender, RoutedEventArgs e) { try { if (isFromAdd) { Definitions.Games.Add(new() { Name = AddGame.GameName, // Set value Version = AddGame.GameVersion, // Set value Description = DescriptionTextBox.Text, // Set value FileLocation = AddGame.GameLocation, // Set value IconFileLocation = AddGame.GameIconLocation, // Set value IsFavorite = false, // Set value RAWGID = RAWGID, // Set value LastTimePlayed = 0, // Set value TotalTimePlayed = 0, // Set value ProcessName = "", // Set value Platforms = (Platforms.Count == 0) ? new List <SDK.RAWG.Platform> { Definitions.DefaultPlatform } : Platforms, // Get platforms Stores = Stores, AlwaysCheckIfRunning = false, IsUWP = AddGame.IsUWP, IsSteam = AddGame.IsSteam }); GameSaver.Save(Definitions.Games); // Save Global.ReloadAllPages(); // Refresh UI AddGame.Close(); } else { GameCard.GameInfo.RAWGID = RAWGID; // Set GameCard.GameInfo.Description = DescriptionTextBox.Text; // Set GameCard.GameInfo.Platforms = Platforms; // Set GameCard.GameInfo.Stores = Stores; // Set Definitions.Games[Definitions.Games.IndexOf(old)] = GameCard.GameInfo; // Update GameSaver.Save(Definitions.Games); // Save Global.ReloadAllPages(); // Refresh UI EditGame.Close(); } } catch (Exception ex) { MessageBox.Show(ex.Message, Properties.Resources.MainWindowTitle, MessageBoxButton.OK, MessageBoxImage.Error); } }
void Awake() { Debug.Log(Application.persistentDataPath); if (instance == null) { instance = this; } LoadGameData(); // it has to be in the Awake() function cuz other scripts need this data in the start function initializeGame(); }
public override void Enter() { base.Enter(); for (int i = 0; i < (int)GameSaver.SaveSlot.SlotNum; ++i) { GameSaver gameSaver = uiHandler.GM.gameSaver; PFontText pFontText = null; if (positions[i] == null) { pFontText = buttonGroup.buttons[i].GetComponentInChildren <PFontText>(); positions[i] = pFontText.transform; } else { positions[i].gameObject.SetActive(true); pFontText = buttonGroup.buttons[i].GetComponentInChildren <PFontText>(); } if (emptys[i] == null) { emptys[i] = positions[i].parent.Find("Empty"); emptys[i].gameObject.SetActive(true); } else { emptys[i].gameObject.SetActive(true); } if (gameSaver.HasValidSaving((GameSaver.SaveSlot)i)) { GameSaver.SaveSlotMeta meta = gameSaver.GetSaveSlotMeta((GameSaver.SaveSlot)i); // string sceneCodeName = ((SceneCode)(meta.SceneCode)).ToString(); // string[] words = sceneCodeName.Split('_'); // string res = words[0] + " " + words[1]; // string res = sceneCodeName.Split('_')[0]; string res = SceneCodeDisplayName.names[(int)meta.SceneCode]; float hours = meta.elapsedSeconds / 3600; float minutes = meta.elapsedSeconds / 60 % 60; res += " " + (int)hours + "H " + (int)minutes + "M"; emptys[i].gameObject.SetActive(false); pFontText.SetText(res); } else { pFontText.gameObject.SetActive(false); } } }
//private ActivatorCollisions activatorCollisionsScript; // Start is called before the first frame update void Start() { activeMarker = false; gameSaverScript = FindObjectOfType <GameSaver>(); setStarStatusMapScreenScript = FindObjectOfType <SetStarStatusMapScreen>(); spinObjectScript = GetComponent <SpinObject>(); levelMenu.transform.GetComponent <Canvas>().worldCamera = cam; PlayerPrefs.SetInt(activeCityName + gameSaverScript.keyScoreReqPerLevel, activatePointsReq); PlayerPrefs.SetInt(activeCityName + gameSaverScript.keyCoinsReqPerLevel, activateCoinsReq); PlayerPrefs.SetInt(activeCityName + gameSaverScript.keyMatchesReqPerLevel, activateMatchesReq); }
// Start is called before the first frame update void Start() { scene = SceneManager.GetActiveScene(); sceneName = scene.name; gameSaverScript = FindObjectOfType <GameSaver>(); spriteRenderer = GetComponent <SpriteRenderer>(); if (spriteRenderer.sprite == null) { spriteRenderer.sprite = inactive; } }
public void TestEngineOldGame() { GameSaver saver = new GameSaver(); GameImpl myGame = new GameImpl(); saver.Save(myGame); Engine engine = new Engine(); engine.Update(true); Assert.AreEqual(engine.Game, myGame); }
public void TestEngineNewGame() { Engine engine = new Engine(); engine.Update(false); GameSaver saver = new GameSaver(); GameImpl myGame = new GameImpl(); saver.Save(myGame); Assert.NotNull(engine.Game); Assert.AreNotEqual(myGame, engine.Game); }
private void Awake() { _simulator = new Simulator(); _simulator.SimulationComplete += GameCompleteHandler; _saver = new GameSaver(_simulator); var circlesFactory = new CirclesFactory(); _view = _viewFactory.CreateSimulationView(); _view.Setup(_viewFactory); _uiFactory.Setup(_canvas); _loader = new GameLoader(_saver, circlesFactory, _simulator, _view); }
private void Start() { //Find and hook up all the level changes LevelChange[] changes = FindObjectsOfType <LevelChange>(); foreach (EventTrigger evTrig in changes) { evTrig.Before += new triggered(FadeOut); } FadeIn(); //begin the fade in when the scene first loads //save the game data to update current level GameSaver.SaveGameData(); }
protected override void OnClick() { GameSaveData loadData = GameSaver.LoadGameData(GetComponentInParent <SaveDisplay>().saveNumber); GameSaver.currentLevelName = loadData.currentLevel; startPosition = loadData.PlayerPosition(); Transition.loadGame = true; //tell transition to load in the game and level data InventoryDisplay.loadGame = true; Inventory.ClearItemStates(); BackgroundAudioPlayer.menu = false; SceneManager.LoadScene(GameSaver.currentLevelName, LoadSceneMode.Single); }
void Start() { audioSource = GetComponent <AudioSource>(); spriteRenderer = GetComponent <SpriteRenderer>(); if (spriteRenderer.sprite == null) { spriteRenderer.sprite = buttonIn; // set the sprite to sprite1 } pauseGameScript = FindObjectOfType <PauseGameStatus>(); globalControlScript = FindObjectOfType <GlobalControl>(); gameSaverScript = FindObjectOfType <GameSaver>(); }
private void ExportButton_Click(object sender, RoutedEventArgs e) { SaveFileDialog saveFileDialog = new(); // Create a SaveFileDialog saveFileDialog.FileName = $"GavilyaGames_{Definitions.Profiles[Definitions.Settings.CurrentProfileIndex].Name}.gav"; // File name saveFileDialog.Filter = $"{Properties.Resources.GavFiles}|*.gav"; // Extension saveFileDialog.Title = Properties.Resources.ExportGames; // Title if (saveFileDialog.ShowDialog() ?? true) { string fileLocation = saveFileDialog.FileName; // Location of the file GameSaver.Export(Definitions.Games, fileLocation); // Export the games } }