public DataObject SaveGame() { var data = new DataObject(); data.Set("savedata", PersistentDataManager.GetSaveData()); return(data); }
private void SaveToPlayerPrefs() { var saveData = PersistentDataManager.GetSaveData(); PlayerPrefs.SetString(savedGameKey, saveData); Debug.Log("SAVING: " + saveData); }
public override void OnEnter() { if (storeResult != null) { storeResult.Value = PersistentDataManager.GetSaveData(); } Finish(); }
private void SaveGame() { string saveData = PersistentDataManager.GetSaveData(); PlayerPrefs.SetString("SavedGame", saveData); Debug.Log("Save Game Data: " + saveData); DialogueManager.ShowAlert("Game Saved to PlayerPrefs"); }
public void SaveGame() { DialogueManager.ShowAlert("Saving Love/Hate data..."); var saveData = PersistentDataManager.GetSaveData(); PlayerPrefs.SetString(savedGameKey, saveData); Debug.Log("SAVED DATA: " + saveData); }
/// <summary> /// Saves the Dialogue System state to a dedicated AC global variable. This method /// will create the global variable if it doesn't already exist. /// </summary> public static void SaveDialogueSystemToGlobalVariable() { string data = (FindObjectOfType <PixelCrushers.SaveSystem>() != null) ? PixelCrushers.SaveSystem.Serialize(PixelCrushers.SaveSystem.RecordSavedGameData()) : PersistentDataManager.GetSaveData(); GlobalVariables.SetStringValue(GetDialogueSystemVarID(), data); }
/// <summary> /// Tells the Dialogue System to save its state into an AC global variable /// prior to changing levels (or saving a game). /// </summary> public override string SaveData() { if (DialogueDebug.LogInfo) { Debug.Log("Saving Dialogue System state to Adventure Creator."); } if (FindObjectOfType <PixelCrushers.SaveSystem>() != null) { return(PixelCrushers.SaveSystem.Serialize(PixelCrushers.SaveSystem.RecordSavedGameData())); } else { return(PersistentDataManager.GetSaveData()); } }
private void SaveGame() { var saveSystem = FindObjectOfType <SaveSystem>(); if (saveSystem != null) { SaveSystem.SaveToSlot(1); } else { string saveData = PersistentDataManager.GetSaveData(); PlayerPrefs.SetString("SavedGame", saveData); Debug.Log("Save Game Data: " + saveData); } DialogueManager.ShowAlert("Game saved."); }
public override void OnEnter() { if (storeResult != null) { var saveSystem = GameObject.FindObjectOfType <SaveSystem>(); if (saveSystem != null) { storeResult.Value = JsonUtility.ToJson(SaveSystem.RecordSavedGameData()); } else { storeResult.Value = PersistentDataManager.GetSaveData(); } } Finish(); }
public virtual void SaveGameNow(int slotNum) { var saveData = PersistentDataManager.GetSaveData(); if (SaveSlotHandler == null) { PlayerPrefs.SetString(GetSlotDataKey(slotNum), saveData); } else { PlayerPrefs.SetString(GetSlotDataKey(slotNum), "nil"); SaveSlotHandler(slotNum, saveData); } PlayerPrefs.SetString(GetSlotSummaryKey(slotNum), GetCurrentSummary(slotNum)); PlayerPrefs.SetString(GetSlotDetailsKey(slotNum), GetCurrentDetails(slotNum)); PlayerPrefs.SetInt(GetLastSavedGameKey(), slotNum); }
public static void SaveLuaEnvironment() { string luaEnvironment = PersistentDataManager.GetSaveData(); PlayerPrefs.SetString(Consts.VariableName.luaEnvironmentData, luaEnvironment); }
/// <summary> /// Saves the Dialogue System state to a dedicated AC global variable. This method /// will create the global variable if it doesn't already exist. /// </summary> public static void SaveDialogueSystemToGlobalVariable() { GlobalVariables.SetStringValue(GetDialogueSystemVarID(), PersistentDataManager.GetSaveData()); }