// Update is called once per frame void Update() { //10秒に一回差分を見て侍作成 timer += Time.deltaTime; if (timer >= 10) { int createChara = 0; //現在時間 DateTime currentDate = DateTime.Now; //昔の時間 long tick = SaveDataBase.GetClose_Timer(); //差分 long elapsedTicks = currentDate.Ticks - tick; TimeSpan elapsedSpan = new TimeSpan(elapsedTicks); //何分経過したかわかる int minute = (int)elapsedSpan.TotalMinutes; if (minute >= 1) { //1分で3人増えますよ createChara = minute * 3; //一回作ったらタイマー保存 SaveDataBase.SetClose_Timer(); CharacterManager.getInstance().characterAdd(createChara); } } }
// Use this for initialization void Awake() { // SaveDataを開く SaveDataBase.loadData(); iClearFlag = DataBase.PLAY; //iClearFlag = 0; this.STAR_COUNT = 0; this.bNekomaruObj.SetActive(true); this.bStageClearObj.SetActive(false); this.bStageClearEfectObj.SetActive(false); this.bStageMissObj.SetActive(false); //クリア時の星の表示(星を未取得の設定) ImgStar1.color = new Color(200 / 255f, 200 / 255f, 200 / 255f, 113 / 255f); ImgStar2.color = new Color(200 / 255f, 200 / 255f, 200 / 255f, 113 / 255f); ImgStar3.color = new Color(200 / 255f, 200 / 255f, 200 / 255f, 113 / 255f); textStage.text = "Level " + LoadStage.now_stage; main = this; Debug.Log("LoadStage.nowStage:" + LoadStage.now_stage + "DataBase.nowStage:" + DataBase.nowStage + "openLevel:" + DataBase.openLevel); }
//作成可能なキャラ数 void Start() { //ゲームのセーブロード SaveDataBase.loadData(); int createChara = 0; //初回か? if (SaveDataBase.GetSamurai_All() == 0) { //初期化 SaveDataBase.InitSaveData(); createChara = (int)SaveDataBase.GetSamuraiNum(); //初回タイマー保存 SaveDataBase.SetClose_Timer(); } else { //アプリ終了前に徘徊している侍 createChara = SaveDataBase.GetSamuraiNum(); } CharacterManager.getInstance().characterAdd(createChara); //ステータス表示の更新 UIStatus.getInstance().upDataText(); }
// Use this for initialization void Awake() { // SaveDataを開く SaveDataBase.loadData(); Debug.Log("解放したレベル:" + DataBase.openLevel); for (int i = 0; i < 10; i++) { if (i < DataBase.openLevel) { level [i].SetActive(true); } else { level [i].SetActive(false); } } int star = 0; for (int i = 0; i < DataBase.openLevel; i++) { star += DataBase.level_star [i]; } starsAll_text.text = star + "/30"; }
public void LoadData(SaveDataBase saveData) { PlayerSaveData playerData = (PlayerSaveData)saveData; if (playerData == null) { return; } Transform playerTransform = transform; playerTransform.position = playerData.Position; playerTransform.rotation = playerData.Rotation; Health.SetCurrentHealth(playerData.CurrentHealth); foreach (ItemSaveData itemSaveData in playerData.ItemList) { ItemScriptable item = InventoryReferencer.Instance.GetItemReference(itemSaveData.Name); Inventory.AddItem(item, itemSaveData.Amount); } WeaponScriptable weapon = (WeaponScriptable)Inventory.FindItem(playerData.EquippedWeaponData.Name); if (!weapon) { return; } weapon.weaponStats = playerData.EquippedWeaponData.WeaponStats; WeaponHolder.EquipWeapon(weapon); }
public void LoadData(SaveDataBase saveData) { SpawnerSaveData spawnerSaveData = (SpawnerSaveData)saveData; //StateMachine.Initialize(spawnerSaveData.CurrentState); //Initialized = true; StartingState = spawnerSaveData.CurrentState; }
public static void Load(ISavable savable) { BinaryFormatter bf = new BinaryFormatter(); Stream stream = new FileStream(SAVE_BASE_PATH + savable.GetDefaultFileName(), FileMode.Open); SaveDataBase save = (SaveDataBase)bf.Deserialize(stream); savable.LoadSaveData(save); }
public override async Task Execute(string[] args, SocketMessage message) { await message.Channel.SendMessageAsync("", false, EmbedUtil.GetEmbed("Saving database then yeeting myself")); SaveDataBase x = new SaveDataBase(); await x.Execute(args, message); System.Environment.Exit(0); }
public void Awake() { // SaveDataを開く SaveDataBase.loadData(); starsObtained = DataBase.level_star [stage_no - 1]; Debug.Log("level:" + stage_no + " star:" + starsObtained); ImgStar1.color = new Color(255 / 255f, 0 / 255f, 0 / 255f); ImgStar2.color = new Color(255 / 255f, 0 / 255f, 0 / 255f); ImgStar3.color = new Color(255 / 255f, 0 / 255f, 0 / 255f); for (int i = 0; i < 3; i++) { switch (i) { case 0: if (1 <= starsObtained) { ImgStar1.color = new Color(254 / 255f, 207 / 255f, 88 / 255f); } else { ImgStar1.color = new Color(0 / 255f, 0 / 255f, 0 / 255f, 70 / 255f); } break; case 1: if (2 <= starsObtained) { ImgStar2.color = new Color(254 / 255f, 207 / 255f, 88 / 255f); } else { ImgStar2.color = new Color(0 / 255f, 0 / 255f, 0 / 255f, 70 / 255f); } break; case 2: if (3 <= starsObtained) { ImgStar3.color = new Color(254 / 255f, 207 / 255f, 88 / 255f); } else { ImgStar3.color = new Color(0 / 255f, 0 / 255f, 0 / 255f, 70 / 255f); } break; } } }
// Update is called once per frame void Update() { if (iClearFlag == DataBase.CLEAR) { //Debug.Log ("game clear test"); textStar.text = "×" + STAR_COUNT; bNekomaruObj.SetActive(false); bStageClearObj.SetActive(true); bStageClearEfectObj.SetActive(true); bStageMissObj.SetActive(false); //クリアの設定 if (DataBase.nowStage == DataBase.openLevel) { Debug.Log("クリアは同じレベルだよ"); if (DataBase.openLevel < 10) { DataBase.openLevel++; } } //レベルの星の数のレコード更新 if (DataBase.level_star [DataBase.nowStage - 1] < STAR_COUNT) { DataBase.level_star [DataBase.nowStage - 1] = STAR_COUNT; } //繰り返し実行しないようにフラグを変える iClearFlag = DataBase.CLEAR_AFTER; // SaveDataを保存 SaveDataBase.saveData(); } else if (iClearFlag == DataBase.MISS) { Debug.Log("game over test"); bNekomaruObj.SetActive(false); bStageClearObj.SetActive(false); bStageClearEfectObj.SetActive(false); bStageMissObj.SetActive(true); } }
void ListUpdate() { int kind = SaveDataBase.GetSamurai_Kind(); for (int i = 0; i < DataBase.MAX_KIND; i++) { int val = kind & (int)System.Math.Pow(2, i); if (val >= 1) { scrollObjList[i].OnWindow(i); } else { scrollObjList[i].OffWindow(); } } }
void OnGUI() { float baseY = 0; float baseAdd = 0; baseAdd += 20; if (GUI.Button(new Rect(10, baseY + baseAdd, 210, 20), "データリセット")) { SaveDataBase.InitSaveData(); SaveDataBase.saveData(); Application.LoadLevel("main"); } baseAdd += 20; if (GUI.Button(new Rect(10, baseY + baseAdd, 210, 20), "デバックオフ ")) { Destroy(gameObject); } }
void DeadEnd() { //アニメーションを戻します spriteChara.SetBool("Return", true); for (int i = 0; i < DataBase.MAX_KIND; i++) { spriteChara.SetBool("Chara" + kind, false); } //点数が入ります SaveDataBase.AddSamurai_All(DataBase.Scores[kind - 1]); SaveDataBase.AddSamurai_Kind(kind); gameObject.SetActive(false); iTween.Stop(gameObject); }
public void AddSaveData(SaveDataBase saveData) { saveDatas.Add(saveData); }
public bool LoadSaveData(SaveDataBase data) { CurrentHatID = ((CharacterAestheticsSaveData)data).HatId; return(true); }
//アプリ終了 void OnApplicationQuit() { //はいかいしている侍 保存 SaveDataBase.SetSamuraiNum(CharacterManager.getInstance().getCharaNum()); SaveDataBase.saveData(); }
public bool LoadSaveData(SaveDataBase data) { throw new NotImplementedException(); }
public void upDataText() { //合計数 scoreText.text = SaveDataBase.GetSamurai_All() + "侍"; }