public void LoadBoss() { hp.hp = 8; hp.power = 5; pc.weapon = 1; hp.durability = 10; pc.throwable = 10; PlayerPersistence.SaveData(hp); PlayerPersistence.SaveData(pc); SceneManager.LoadScene("level1-boss"); }
public void LoadBeginning() { hp.hp = 3; hp.power = 0; pc.weapon = 0; hp.durability = 0; pc.throwable = 0; PlayerPersistence.SaveData(hp); PlayerPersistence.SaveData(pc); SceneManager.LoadScene("level1-1"); }
//Load from save state public void OnEnable() { Debug.Log("Attempting to Load Game..."); // Load existing Game playerData = PlayerPersistence.LoadData(); if (playerData.PlayerLevel < 1) { Debug.Log("No save found..starting a new save"); // Create new Data playerData = new PlayerData(true); // Save new Game PlayerPersistence.SaveData(playerData); playerData = PlayerPersistence.LoadData(); } Debug.Log("GameController finished enabling"); }
void OnCollisionEnter2D(Collision2D col) { if (col.gameObject.tag == "Exit") { if (SceneManager.GetActiveScene().name != "level1-1" || SceneManager.GetActiveScene().name != "level1-2" || SceneManager.GetActiveScene().name != "start") { gameObject.transform.position = new Vector3(0, 0, 0); } /*if (col.gameObject.name == "level1-boss") * { * DontDestroyOnLoad(gameObject); * gameObject.transform.position = new Vector3(-1, -.185f, 0); * }*/ PlayerPersistence.SaveData(this); PlayerPersistence.SaveData(pc); SceneManager.LoadScene(col.gameObject.name); } if (!pc.ledge) { if ((col.gameObject.tag == "Environment" || col.gameObject.tag == "Enemy") && !gotHit) { hp--; gotHit = true; animator.Play("player_hurt0"); if (transform.position.x < col.transform.position.x) { hitFromRight = true; hitFromLeft = false; } else if (transform.position.x > col.transform.position.x) { hitFromLeft = true; hitFromRight = false; } pc.moveInputs = false; pc.isGrounded = false; pc.hitTime = .5f; pc.hitAcceleration = 2f; } } }
public void SaveGame() { // Carry remaining gold into next level gameController.GetComponent <GameController>().goldCollected = totalGold; // Persist changed stats to playerData; gameController.GetComponent <GameController>().playerData.PlayerLevel = totalLevel; gameController.GetComponent <GameController>().playerData.Vitality = vitality; gameController.GetComponent <GameController>().playerData.Attunement = attunement; gameController.GetComponent <GameController>().playerData.Agility = agility; gameController.GetComponent <GameController>().playerData.Strength = strength; gameController.GetComponent <GameController>().playerData.Dexterity = dexterity; gameController.GetComponent <GameController>().playerData.Skill = skill; gameController.GetComponent <GameController>().playerData.Intelligence = intelligence; gameController.GetComponent <GameController>().playerData.Luck = luck; gameController.GetComponent <GameController>().playerData.Faith = faith; gameController.GetComponent <GameController>().playerData.Vigor = vigor; gameController.GetComponent <GameController>().playerData.Resistance = resistance; gameController.GetComponent <GameController>().playerData.Endurance = endurance; // Persist changed player data to storage; PlayerPersistence.SaveData(gameController.GetComponent <GameController>().playerData); }
private void DropDownValueChanged() { int mazeWidth = Convert.ToInt32(sldWidth.value); int mazeHeight = Convert.ToInt32(sldHeight.value); int numberofplayers = Convert.ToInt32(ddlNumOfPlayers.options[ddlNumOfPlayers.value].text); int timelimit = Convert.ToInt32(ddlTimeLimit.options[ddlTimeLimit.value].text.Replace("s", "")); string color = ddlColor.options[ddlColor.value].text; // assigning new values to the PlayerSettings PlayerSettings settings = new PlayerSettings() { MazeWidth = mazeWidth, MazeHeight = mazeHeight, NumberOfPlayers = numberofplayers, TimeLimit = timelimit, Color = color }; PlayerPersistence.SaveData(settings); // display changed value lblWidth.text = settings.MazeWidth.ToString(); lblHeight.text = settings.MazeHeight.ToString(); }
//Oyunu bitirdigimizde Datalari cektigimiz yere atiyoruz. private void OnDisable() { PlayerPersistence.SaveData(this); }
public void SaveSettings() { /*string jsonData = JsonUtility.ToJson(playerData,true); * File.WriteAllText(Application.persistentDataPath + "/gamesettings.json", jsonData);*/ PlayerPersistence.SaveData(this); }