Exemple #1
0
 // Update is called once per frame
 void Update()
 {
     if (Input.GetKeyDown(KeyCode.Alpha3))
     {
         //Load
         Debug.Log("Loading data and updating text...");
         UpdateText();
         PersistentDataManager.LoadData();
     }
     if (Input.GetKeyDown(KeyCode.Alpha4))
     {
         //Save
         Debug.Log("Saving GameManager...");
         PersistentDataManager.SaveData();
     }
     if (Input.GetKeyDown(KeyCode.UpArrow))
     {
         //Increment Money
         GameManager.gameManager.AddMoney(1);
         Debug.Log("Increment success!");
     }
     if (Input.GetKeyDown(KeyCode.DownArrow))
     {
         //Decrement Money
         GameManager.gameManager.AddMoney(-1);
         Debug.Log("Decrement success!");
     }
 }
Exemple #2
0
 void Start()
 {
     PersistentDataManager.LoadData();
     amount = PersistentDataManager.GetItemAmount((int)item);
     UpdateText();
     if (amount == 0)
     {
         item_button.interactable = false;
     }
 }
    void Start()
    {
        if (StaticDataManager.LoadData(Application.dataPath))
        {
            // do something with data
        }
        else
        {
            StaticDataManager.SetupDefaultData();
        }
        //string locText = localizationDictionary["MyKey"]["en"];
        if (PersistentDataManager.LoadData())
        {
            // do something with data
        }
        else
        {
            PersistentDataManager.CreateDefaultData();
            PersistentDataManager.SaveData();
        }

        LoadLocalizationData();
    }
Exemple #4
0
 void Start()
 {
     PersistentDataManager.LoadData();
 }
Exemple #5
0
    void FillList() //Instantiates an itemholder object into the grid in the UI
    {
        //int[] loadData = PersistentDataManager.GetItemAmounts ();
        PersistentDataManager.LoadData();
        for (int i = 0; i < itemList.Count; i++)
        {
            GameObject holder       = Instantiate(ItemHolderPrefab, grid, false);
            ItemHolder holderScript = holder.GetComponent <ItemHolder>(); //Gain acces to the stuff in ItemHolder(the individual info of each item).

            holderScript.itemName.text  = itemList[i].ItemName;
            holderScript.itemPrice.text = itemList[i].ItemPrice.ToString();
            holderScript.itemID         = itemList[i].ItemID;
            holderScript.amount.text    = PersistentDataManager.GetItemAmount(i).ToString();

            if (holderScript.amount.text == "0")
            {
                holderScript.amount.text = "";
                holderScript.bar1.SetActive(false);
                holderScript.bar2.SetActive(false);
                holderScript.bar3.SetActive(false);
                holderScript.bar4.SetActive(false);
                holderScript.bar5.SetActive(false);
            }
            if (holderScript.amount.text == "1")
            {
                holderScript.bar1.SetActive(true);
            }
            if (holderScript.amount.text == "2")
            {
                holderScript.bar1.SetActive(false);
                holderScript.bar2.SetActive(true);
            }
            if (holderScript.amount.text == "3")
            {
                holderScript.bar2.SetActive(false);
                holderScript.bar3.SetActive(true);
            }
            if (holderScript.amount.text == "4")
            {
                holderScript.bar3.SetActive(false);
                holderScript.bar4.SetActive(true);
            }
            if (holderScript.amount.text == "5")
            {
                holderScript.bar4.SetActive(false);
                holderScript.bar5.SetActive(true);
            }
            //the buy button
            holderScript.buyButton.GetComponent <BuyButton>().itemID = itemList[i].ItemID;

            //The list to update the sprite
            ItemHolderList.Add(holder);
            buyButtonList.Add(holderScript.buyButton); //keeps track of whihc button.

            itemList [i].bought = PersistentDataManager.GetItemAmount(i) > 0?true:false;
            if (itemList[i].bought == true)
            {                                                                                                 //v----the sub directory.
                holderScript.itemImage.sprite = Resources.Load <Sprite>("Sprites/" + itemList[i].SpriteName); //Goes to the Resources directory to grab the right sprites.
            }
            else
            {
                holderScript.itemImage.sprite = Resources.Load <Sprite>("Sprites/" + "Lock" + itemList[i].SpriteName); //I manually change the sprite we getting by adding "Lock" to name
                                                                                                                       //Since all my locked versions are same name but Locked at start of string
                                                                                                                       //ex: Clock and LockClock
            }
        }
    }
Exemple #6
0
 void Awake()
 {
     gameManager = this;
     PersistentDataManager.LoadData();
 }
Exemple #7
0
 void Start()
 {
     PersistentDataManager.LoadData();
     UpdateText();
 }