// 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!"); } }
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(); }
void Start() { PersistentDataManager.LoadData(); }
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 } } }
void Awake() { gameManager = this; PersistentDataManager.LoadData(); }
void Start() { PersistentDataManager.LoadData(); UpdateText(); }