Exemple #1
0
        void Awake()
        {
            // if Ropework manager is null, then find it
            if (ropework == null)
            {
                ropework = FindObjectOfType <Ropework.RopeworkManager>();
            }

            // Start by hiding the container, line and option buttons
            if (dialogueContainer != null)
            {
                dialogueContainer.SetActive(false);
            }

            lineText.gameObject.SetActive(false);

            foreach (var button in optionButtons)
            {
                button.gameObject.SetActive(false);
            }

            // Hide the continue prompt if it exists
            if (continuePrompt != null)
            {
                continuePrompt.SetActive(false);
            }

            // Set the text speed from user settings
            this.textSpeed = SaveGameManager.GetCurrentGame().TextSpeed;
        }
Exemple #2
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    void Start()
    {
        if (loadIfExists)
        {
            // Load test
            if (SaveGameManager.SaveGameExists)
            {
                Debug.Log("Save exists, loading.");
                testSaveGame = SaveGameManager.LoadGame();
            }
            else
            {
                Debug.Log("Save file does not exist.");
                SaveGameManager.SaveGame(testSaveGame);
            }
        }

        if (deleteIfExists)
        {
            // Delete test
            SaveGameManager.DeleteSaveGame();
            if (SaveGameManager.SaveGameExists)
            {
                Debug.Log("Save still exists, deleting failed.");
            }
            else
            {
                Debug.Log("Save deleted.");
            }
        }
    }
Exemple #3
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    private void Awake()
    {
        if (_instance == null)
        {
            _instance = this;
        }
        else if (_instance == this)
        {
            Destroy(gameObject);
        }


        int saveGameManager = FindObjectsOfType <SaveGameManager>().Length;

        if (saveGameManager != 1)
        {
            Destroy(this.gameObject);
        }
        else
        {
            DontDestroyOnLoad(gameObject);
        }


        saveFile = new SaveFile();
        filePath = Application.persistentDataPath + "/CarWar.save";
    }
Exemple #4
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        public static void saveProfile()
        {
            string       data       = _profile.toJSON().ToString();
            SavedProfile tmpProfile = new SavedProfile(data);

            SaveGameManager.saveDataByUser <SavedProfile>(GameConstants.profileKey, tmpProfile);
        }
Exemple #5
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 void Awake()
 {
     Instance       = this;
     m_gameData     = new GameData();
     m_saveDataHash = new Hashtable();
     SaveGameManager.LoadData();
 }
Exemple #6
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    public void AddPlayer(Player player)
    {
        //We do this even if fog of war is currently disabled (so we can enable it at any time)
        m_IsExplored = true;

        //Also explore all our neighbours
        for (int i = 0; i <= (int)Direction.West; ++i)
        {
            Node neighbour = m_Neighbours[i];

            if (neighbour != null)
            {
                neighbour.Explore();
            }
        }

        //Nodes dissapear mode
        if (SaveGameManager.GetBool(SaveGameManager.SAVE_OPTION_NODESDISAPPEAR, false))
        {
            m_IsAccessible = false;
        }

        //Let the world know
        if (PlayerEnterEvent != null)
        {
            PlayerEnterEvent(player);
        }
    }
Exemple #7
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 public void ModHealth(int mod)
 {
     health         += mod;
     healthText.text = health.ToString();
     hpBar.UpdateHP((float)health / (float)maxHealth);
     if (mod < 0)
     {
         GetComponent <Animator>().SetTrigger("Damage");
     }
     if (health <= 0)
     {
         print("Victory!");
         if (CombatInfo.FightType != -1)
         {
             CombatInfo.CombatsFinished++;
         }
         else
         {
             CombatInfo.HealthPotionCount = 3;
         }
         if (CombatInfo.FightType == -1)
         {
             CombatInfo.FightType = 0;
         }
         SaveGameManager.SaveGame(new Vector3(0, 0, 0), CombatInfo.CombatsFinished);
         GameState.curHealth   = cm.player.health;
         CombatInfo.CoinCount += CombatInfo.CoinsToDrop;
         Die();
     }
 }
    /// <summary>
    ///   Loads the saved level.
    /// </summary>
    /// <param name='data'> The data describing the level to load </param>
    public static LevelLoader LoadSavedLevel(string data)
    {
        LevelData ld;

        IsDeserializing = true;
        if (data.StartsWith("NOCOMPRESSION"))
        {
            ld = UnitySerializer.Deserialize <LevelData>(Convert.FromBase64String(data.Substring(13)));
        }
        else
        {
            ld =
                UnitySerializer.Deserialize <LevelData>(CompressionHelper.Decompress(data));
        }

        SaveGameManager.Loaded();
        var go = new GameObject();

        Object.DontDestroyOnLoad(go);
        var loader = go.AddComponent <LevelLoader>();

        loader.Data = ld;

        Application.LoadLevel(ld.Name);
        return(loader);
    }
    /// <summary>
    /// Saves the game.
    /// </summary>
    public void SaveGame()
    {
        var save = new SaveGame();

        if (HeroManager != null)
        {
            HeroManager.Save(ref save);
        }
        if (AbilityManager != null)
        {
            AbilityManager.Save(ref save);
        }
        if (RosterManager != null)
        {
            RosterManager.Save(ref save);
        }
        if (InventoryManager != null)
        {
            InventoryManager.Save(ref save);
        }
        if (WorldManager != null)
        {
            WorldManager.Save(ref save);
        }
        save.LastRewardTime = lastRewardTime;
        save.IsFilled       = true;

        SaveGameManager.SaveGame(save);
    }
        /// <summary>
        /// Save the current game with the provided name.
        /// </summary>
        public void SaveGame()
        {
            // Do nothing if the input field is empty.
            string baseFileName = this.inputField.text.RemoveEnd(".tscgame");

            if (IsInvalidBaseFileName(baseFileName))
            {
                return;
            }

            // Otherwise, create a Path object from the provided text content and check it for validity. If the file
            // path provided is illegal, then simply return.
            // TODO_LATER Add a message about illegal file name.
            PathInst targetPath = SaveGameManager.InitializeSaveFilePathFromFileName($"{baseFileName}.tscgame");
            string   path       = targetPath.ToString();

            if (!LocalFileUtils.ValidateDllPath(ref path))
            {
                return;
            }

            // Save the game at the desired path.
            SaveGameManager.SaveGame(SaveFile.CreateSaveFile(this.gameSceneManager.gameState), targetPath);

            // Clear out the text input, and reload the saved games.
            this.inputField.text = "";
            this.LoadSavedGames();
        }
Exemple #11
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    public void SetBody(uint index)
    {
        if (body != null && PlayerScriptableObject.GetBody(index) != null)
        {
            if (body.name != PlayerScriptableObject.GetBody(index).name)
            {
                Destroy(body);
            }
        }
        //log here
        if (body == null)
        {
            body = Instantiate(PlayerScriptableObject.GetBody(index));

            if (bodyParent.transform != null)
            {
                body.transform.parent        = bodyParent.transform;
                body.transform.localPosition = Vector3.zero;
                body.transform.localRotation = Quaternion.identity;
                body.name = PlayerScriptableObject.GetBody(index).name;
                SaveGameManager.Save();
            }
        }
        //log here
    }
Exemple #12
0
    public void SetTurret(uint index)
    {
        if (turret != null && PlayerScriptableObject.GetTurret(index) != null)
        {
            if (turret.name != PlayerScriptableObject.GetTurret(index).name)
            {
                Destroy(turret);
            }
        }
        //log here
        if (turret == null)
        {
            turret = Instantiate(PlayerScriptableObject.GetTurret(index));

            if (turretParent.transform != null)
            {
                turret.transform.parent        = turretParent.transform;
                turret.transform.localPosition = Vector3.zero;
                turret.transform.localRotation = Quaternion.AngleAxis(90, Vector3.right);
                turret.name = PlayerScriptableObject.GetTurret(index).name;
                SaveGameManager.Save();
            }
        }
        //log here
    }
    /// <summary>
    /// Increments one of the StepRecords that can unlock Achievements.
    /// </summary>
    /// <param name="stepType">The eStepType to increment.</param>
    /// <param name="num">The amount to increment (default = 1).</param>
    static public void AchievementStep(Achievement.eStepType stepType, int num = 1)
    {
        StepRecord sRec = STEP_REC_DICT[stepType];

        if (sRec != null)
        {
            sRec.Progress(num);

            // Iterate through all of the possible Achievements and see if the step
            //  completes the Achievement
            foreach (Achievement ach in S.achievements)
            {
                if (!ach.complete)
                {
                    // Pass the step information to the Achievement, to see if it is completed
                    if (ach.CheckCompletion(stepType, sRec.num))
                    {
                        // The result is true if the Achievement was newly completed
                        AnnounceAchievementCompletion(ach);

                        // Tell Unity Analytics that the Achievement has been completed

                        // Also save the game any time we complete an Achievement
                        SaveGameManager.Save();
                    }
                }
            }
        }
        else
        {
            Debug.LogWarning("AchievementManager:AchievementStep( " + stepType + ", " + num + " )"
                             + "was passed a stepType that is not in STEP_REC_DICT.");
        }
    }
    static public void AddScore(int num)
    {
        // Find the ScoreGT Text field only once.
        if (SCORE_GT == null)
        {
            GameObject go = GameObject.Find("ScoreGT");
            if (go != null)
            {
                SCORE_GT = go.GetComponent <UnityEngine.UI.Text>();
            }
            else
            {
                Debug.LogError("AsteraX:AddScore() - Could not find a GameObject named ScoreGT.");
                return;
            }
            SCORE = 0;
        }
        // SCORE holds the definitive score for the game.
        SCORE += num;

        if (!GOT_HIGH_SCORE && SaveGameManager.CheckHighScore(SCORE))
        {
            // We just got the high score
            GOT_HIGH_SCORE = true;
            // Announce it using the AchievementPopUp
            AchievementPopUp.ShowPopUp("High Score!", "You've achieved a new high score.");
        }

        // Show the score on screen. For info on numeric formatting like "N0", see:
        //  https://docs.microsoft.com/en-us/dotnet/standard/base-types/standard-numeric-format-strings
        SCORE_GT.text = SCORE.ToString("N0");

        AchievementManager.AchievementStep(Achievement.eStepType.scoreAttained, SCORE);
    }
Exemple #15
0
        // Use this for initialization
        void Start()
        {
            _receivedPayload = GameObject.FindGameObjectWithTag("DreamPayload").GetComponent <DreamPayload>();
            if (_receivedPayload == null)
            {
                return;
            }

            if (!_receivedPayload.DreamEnded)
            {
                return;
            }

            MainMenu.ChangeMenuState(UIMainMenu.MenuState.GRAPH);

            DreamDirector.AddPayloadToPriorDreams(_receivedPayload);

            DreamDirector.CurrentDay++;

            SaveGameManager.SaveCurrentGame();

            // TODO: save game data to file

            // TODO: load from save file and populate graph

            _receivedPayload.ClearPayload();

            Fader.FadeOut(0.5F);
        }
Exemple #16
0
 void Awake()
 {
     if (instance == null)
     {
         instance = this;
     }
 }
Exemple #17
0
    private void Awake()
    {
        #region Singleton Pattern SaveGameManager instance

        // check if instance already exists
        if (Instance == null)
        {
            // if not, set instance to this
            Debug.Log("SaveGameManager Instance created");
            Instance = this;
        }
        // if instance already exists and it's not this:
        else if (Instance != null)
        {
            // then destroy this. this enforces our singleton pattern, meaning there can only ever be one instance of the SaveGameManager
            Debug.Log("SaveGameManager Instance already exists this.destroyed");
            Destroy(gameObject);
        }

        DontDestroyOnLoad(this);

        #endregion

        // remove productName from the SaveGameBaseDirectory
        string tempPath = Application.persistentDataPath;
        SaveGameBaseDirectory = tempPath.Replace(Application.productName, "");
    }
    // Start is called before the first frame update
    void Start()
    {
        save = SaveGameManager.Load();

        loveMeter.GetComponent <ProgressBar> ().current   = save.love;
        hungerMeter.GetComponent <ProgressBar> ().current = save.hunger;

        tidynessMeter.GetComponent <ProgressBar> ().current = save.tidyNess;

        // Instantiate a poop prefab for every poop position
        foreach (PoopPosition poop in save.poopPositions)
        {
            Instantiate(poopModel, poop.returnVector(), Quaternion.Euler(0, 0, 0));
        }
        save.poopPositions.Clear();

        anim  = gameObject.GetComponent <Animator> ();
        angry = gameObject.GetComponent <MeshRenderer> ();

        foreach (GameObject emotion in emojiMeshes)
        {
            emotionType.Add(emotion.name, emotion);
        }

        //private int timePassedSinceQuit = (int)SaveGameManager.loadMinusSave.TotalSeconds ;
        //loveMeter.GetComponent<ProgressBar> ().current -= (int)SaveGameManager.loadMinusSave.TotalSeconds * 1;
        //hungerMeter.GetComponent<ProgressBar> ().current += (int)SaveGameManager.loadMinusSave.TotalSeconds * 1;

        //loveMeter.GetComponent<ProgressBar> ().current -= (int)SaveGameManager.loadMinusSave.TotalSeconds * 1;

        InvokeRepeating("heightenNeeds", 1, 1);
    }
Exemple #19
0
    // Use this for initialization
    void Start()
    {
        if (S == null)
        {
            S = this; // Set the Singleton // a
        }
        else
        {
            Debug.LogError("AchievementManager.Awake() - Attempted to assign second AchievementManager.S!");
        }

        if (SaveGameManager.Load() != null)
        {
            achievements = SaveGameManager.Load();
        }


        ACH_DICT = new Dictionary <WeaponType, Achievement>();
        for (int i = 0; i < achievements.Length; i++)
        {
            Achievement ach = achievements[i];
            ACH_DICT[ach.type] = ach;

            Renderer cubeRend = achievementBoxes[i].transform.Find("Cube").GetComponent <Renderer>();
            cubeRend.material.color = Main.GetWeaponDefinition(ach.type).projectileColor;

            GameObject chMark = achievementBoxes[i].transform.Find("checkedMark").gameObject;
            chMark.SetActive(ach.achieved);
        }
    }
    public void AssignNodeTextCharacters(int seed = -1)
    {
        string availableTextCharacters = SaveGameManager.GetString(SaveGameManager.SAVE_LEVEL_TEXTCHARACTERS, "sdfghjkl");

        //ClearNodeTextCharacters();

        if (seed == -1)
        {
            UnityEngine.Random.InitState(System.Environment.TickCount); //Random enough?
        }
        else
        {
            UnityEngine.Random.InitState(seed);
        }

        //Give all the nodes a random character
        foreach (Node currentNode in m_Nodes)
        {
            //Create an array of all still available characters
            List <char> availableTextCharactersList = new List <char>(availableTextCharacters.ToCharArray());

            //Remove characters that our neighbours neighbours have claimed
            for (int dir = 0; dir <= (int)Direction.West; ++dir)
            {
                Node neighbour = currentNode.GetNeighbour((Direction)dir);

                if (neighbour != null)
                {
                    //Character this neighbour has claimed (this is allowed, you can have an E next to a another E (the one you're standing on))
                    //char takenChar = neighbour.GetTextCharacter();
                    //if (takenChar != '\0') { availableTextCharactersList.Remove(takenChar); }

                    //Characters his neighbours have claimed
                    for (int dir2 = 0; dir2 <= (int)Direction.West; ++dir2)
                    {
                        Node neighbour2 = neighbour.GetNeighbour((Direction)dir2);

                        if (neighbour2 != null)
                        {
                            char takenChar = neighbour2.GetTextCharacter();
                            if (takenChar != '\0')
                            {
                                availableTextCharactersList.Remove(takenChar);
                            }
                        }
                    }
                }
            }

            if (availableTextCharactersList.Count > 0)
            {
                //Pick a random character from the remaining list and assign it
                int randInt = UnityEngine.Random.Range(0, availableTextCharactersList.Count);
                currentNode.SetTextCharacter(availableTextCharactersList[randInt]);

                currentNode.name = currentNode.name + " - " + currentNode.GetTextCharacter();
            }
        }
    }
Exemple #21
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 protected override void OnUpdate()
 {
     this.Entities.With(this._deleteGroup).ForEach((Entity entity) =>
     {
         SaveGameManager.DeleteSave();
         this.PostUpdateCommands.DestroyEntity(entity);
     });
 }
 static void Prefix(SaveGameManager __instance)
 {
     defaultUseEncryption = __instance.useEncryption;
     if (isModEnabled)
     {
         __instance.useEncryption = false;
     }
 }
 public void LoadGame()
 {
     if (SaveGameManager.CheckSaveEmpty())
     {
         GameManager.newGame = false;
     }
     Game();
 }
Exemple #24
0
    private void LoadGame()
    {
        GameData game = SaveGameManager.ReadGame();

        PlaceMinionas(game.minionas);
        LoadStats(game);
        newGame = true;
    }
Exemple #25
0
 private void Start()
 {
     //Alter the settings to be super indie
     SaveGameManager.SetBool(SaveGameManager.SAVE_OPTION_NEWCHARSONMISTAKE, false);
     SaveGameManager.SetBool(SaveGameManager.SAVE_OPTION_FOGOFWAR, true);
     SaveGameManager.SetBool(SaveGameManager.SAVE_OPTION_NODESDISAPPEAR, false);
     SaveGameManager.SetBool(SaveGameManager.SAVE_OPTION_SCREENSHAKE, true);
 }
Exemple #26
0
 void Start()
 {
     GameObject.FindObjectOfType <SoundManager>().Play("Main");
     if (!SaveGameManager.CheckSaveEmpty())
     {
         button.interactable = false;
     }
 }
 static public void GameOver()
 {
     SaveGameManager.CheckHighScore(SCORE);
     SaveGameManager.Save();
     CustomAnalytics.SendFinalShipPartChoice();
     CustomAnalytics.SendGameOver();
     _S.EndGame();
 }
Exemple #28
0
    public void SaveToLocal(string _key, object _value)
    {
        m_saveDataHash[_key] = _value;
        SaveGameManager.SaveData(m_saveDataHash);
#if UNITY_EDITOR
        Debug.Log("save key: " + _key + " value: " + _value);
#endif
    }
    /// <summary>
    /// Resets the game when the button is clicked.
    /// </summary>
    public void ResetGame()
    {
        DestroyImmediate(GameManager.Instance.gameObject);
        var wasDeleted = SaveGameManager.DeleteSaveGame();

        Debug.Log("DELETED GAME: " + wasDeleted);
        SceneManager.LoadScene("Start");
    }
Exemple #30
0
 /// <inheritdoc />
 /// <summary>
 /// Save the new value to the current save game whenever the value gets changed.
 /// </summary>
 /// <param name="input"></param>
 /// <param name="sendFeedBack"></param>
 protected override void Set(float input, bool sendFeedBack)
 {
     base.Set(input, sendFeedBack);
     if (sendFeedBack)
     {
         SaveGameManager.GetCurrentGame().TextSpeed = 1f - input;
     }
 }
Exemple #31
0
 public static SaveGameManager instance()
 {
     if (self==null) {
         self = new SaveGameManager();
         //self.init();
     }
     return self;
 }
    public void cargarDatos(dbAccess dbacces)
    {
        SaveGameManager sgm = new SaveGameManager();

        dbacces.OpenReadDB();
        sgm = dbacces.Sgm;

        #region CargaArma

        controlLogico.SetArmas(sgm.ControlLogico.GetArmas());
        #endregion

        #region CargarEscenarios

        controlLogico.SetListEscenario(sgm.ControlLogico.GetListEscenario());

        #endregion

        #region CargaMembrecias

        controlLogico.SetMembresia(sgm.ControlLogico.GetMembresia());

        #endregion

        #region cargaPuntuacion

        controlLogico.SetPuntuacion(sgm.ControlLogico.GetPuntuacion());

        #endregion

        #region cargaPersonajes

        personajes = sgm.Personajes;
        #endregion

        #region Idioma

        lenguaje = sgm.Lenguaje;
        #endregion

        #region Navegacion
        navegacion = sgm.Navegacion;
        #endregion
    }
 void InitSave()
 {
     SaveManager = new SaveGameManager();
 }
Exemple #34
0
    public static void Save(string filePath, GameManager manager)
    {
        SaveGameManager data = new SaveGameManager ();
        data.level = manager.level;
        data.canDash = manager.canDash;
        data.canZoom = manager.canZoom;
        data.deaths = manager.deaths;
        data.canDoubleJump = manager.canDoubleJump;
        data.paused = manager.paused;
        data.username = manager.username;
        data.timer = manager.timer;

        //Debug.Log (data.level);

        Stream stream = File.Open(filePath, FileMode.Create);
        BinaryFormatter bformatter = new BinaryFormatter();
        bformatter.Binder = new VersionDeserializationBinder();
        bformatter.Serialize(stream, data);
        stream.Close();
    }
 public object GetAsset(SaveGameManager.AssetReference id)
 {
     if (id.index == -1)
     {
         return null;
     }
     object result;
     try
     {
         Type typeEx = UnitySerializer.GetTypeEx(id.type);
         Index<string, List<UnityEngine.Object>> index;
         if (!this.assetReferences.TryGetValue(typeEx, out index))
         {
             index = (this.assetReferences[typeEx] = new Index<string, List<UnityEngine.Object>>());
             IEnumerable<UnityEngine.Object> enumerable = Resources.FindObjectsOfTypeAll(typeEx).Except(UnityEngine.Object.FindObjectsOfType(typeEx));
             foreach (UnityEngine.Object current in enumerable)
             {
                 index[current.name].Add(current);
             }
         }
         List<UnityEngine.Object> list;
         if (!index.TryGetValue(id.name, out list))
         {
             result = null;
         }
         else if (id.index >= list.Count)
         {
             result = null;
         }
         else
         {
             result = list[id.index];
         }
     }
     catch
     {
         result = null;
     }
     return result;
 }
 private void Awake()
 {
     if (this.Reference == null)
     {
         this.Reference = ScriptableObject.CreateInstance<StoredReferences>();
     }
     if (Application.isEditor)
     {
         this.GetAllInactiveGameObjects();
     }
     if (SaveGameManager.Instance != null && SaveGameManager.Instance != this)
     {
         UnityEngine.Object.Destroy(SaveGameManager.Instance.gameObject);
     }
     SaveGameManager.Instance = this;
     this.hasWoken = true;
     if (Application.isPlaying && !SaveGameManager.hasRun)
     {
         SaveGameManager._cached = this.Reference;
         SaveGameManager.hasRun = true;
     }
     else if (!Application.isPlaying)
     {
         SaveGameManager.hasRun = false;
         if (SaveGameManager._cached != null && SaveGameManager._cached.Count > 0)
         {
             this.Reference = SaveGameManager._cached.Alive();
         }
     }
     if (SaveGameManager._initActions.Count > 0)
     {
         foreach (Action current in SaveGameManager._initActions)
         {
             current();
         }
         SaveGameManager._initActions.Clear();
     }
 }
    private void Awake()
    {
        if (instance == null)
        {
            DontDestroyOnLoad(gameObject);
            instance = this;
        }
        else if (instance != this)
        {
            Destroy(gameObject);
        }

        _saveGameFilePath = Application.persistentDataPath + "/SaveGame.dat";

        LoadGame();
    }
 void Awake()
 {
     Loom.Initialize();
     if(Reference == null)
         Reference = ScriptableObject.CreateInstance<StoredReferences>();
     if(Application.isEditor)
     {
         GetAllInactiveGameObjects();
     }
     if(Instance != null && Instance != this)
         Destroy(Instance.gameObject);
     Instance = this;
     hasWoken = true;
     if(Application.isPlaying && !hasRun)
     {
         _cached = Reference;
         hasRun = true;
     }
     else if(!Application.isPlaying ) {
         hasRun = false;
         if(_cached != null && _cached.Count > 0)
             Reference = _cached.Alive();
     }
     if(_initActions.Count > 0)
     {
         foreach(var a in _initActions)
         {
             a();
         }
         _initActions.Clear();
     }
 }