private void Awake() { // Load Audio Settings from PlayerPrefs and add it to an object of type AudioSettings. AudioHandler.AudioSettings myAudioSettings = new AudioHandler.AudioSettings(); myAudioSettings = SaveHandler <AudioHandler.AudioSettings> .Load(SaveHandler <AudioHandler.AudioSettings> .SaveFileName.audioSettings); // Checks if there's an audiosettings at all in playerprefs. if there isnt, set all volume to 100% and saves that to PlayerPrefs if (myAudioSettings == null) { myAudioSettings = new AudioHandler.AudioSettings { vfxVolume = 1f }; SaveHandler <AudioHandler.AudioSettings> .Save(myAudioSettings, SaveHandler <AudioHandler.AudioSettings> .SaveFileName.audioSettings); } if (myAudioSettings.vfxVolume == 1f) { GameObject.Find("VolumeToggleBtn").GetComponent <Image>().sprite = GameObject.Find("VolumeToggleBtn").GetComponent <Button>().spriteState.selectedSprite; } else { GameObject.Find("VolumeToggleBtn").GetComponent <Image>().sprite = GameObject.Find("VolumeToggleBtn").GetComponent <Button>().spriteState.disabledSprite; } }
private void AddHighScoreEntry(int score) { // create HighScoreEntry HighScores.HighScoreEntry highScoreEntry = new HighScores.HighScoreEntry { score = score }; // Load saved HighScores HighScores highScores = SaveHandler <HighScores> .Load(SaveHandler <HighScores> .SaveFileName.highScoreTable); // Add new entry to HighScores highScores.highScoreEntryList.Add(highScoreEntry); // Save updated highscores SaveHandler <HighScores> .Save(highScores, SaveHandler <HighScores> .SaveFileName.highScoreTable); //string json = JsonUtility.ToJson(highScores); //PlayerPrefs.SetString("highScoreTable", json); //PlayerPrefs.Save(); }
private void InitializeItems(SaveHandler handler) { Items = (List <Item>)handler .Load(typeof(List <Item>), handler.ItemsFile); if (Items == null) { Items = new List <Item>(); } foreach (var obj in Items) { var name = string.IsNullOrEmpty(obj.Name) ? " - Item" : " - " + obj.Name; listItems.Items.Add(new ListBoxItem { Tag = obj.Id, Content = obj.Id + name }); listAvailableItems.Items.Add(new ListBoxItem { Tag = obj.Id, Content = obj.Id + name }); } }
void Update() { if (Input.GetKeyDown(KeyCode.F9)) { saveHandler.Load(this); } }
private void Awake() { // Load Audio Settings from PlayerPrefs and add it to an object of type AudioSettings. AudioSettings myAudioSettings = new AudioSettings(); myAudioSettings = SaveHandler <AudioSettings> .Load(SaveHandler <AudioSettings> .SaveFileName.audioSettings); // Checks if there's an audiosettings at all in playerprefs. if there isnt, set all volume to 100% and saves that to PlayerPrefs if (myAudioSettings == null) { myAudioSettings = new AudioSettings { vfxVolume = 1f }; SaveHandler <AudioSettings> .Save(myAudioSettings, SaveHandler <AudioSettings> .SaveFileName.audioSettings); } //Debug.Log("vfx volume " + myAudioSettings.vfxVolume); foreach (Sound s in sounds) { s.source = gameObject.AddComponent <AudioSource>(); s.source.clip = s.clip; s.source.volume = s.volume * myAudioSettings.vfxVolume; s.source.pitch = s.pitch; s.source.loop = s.loop; } }
private void Start() { myGameSettingsInfo = myGameSettingsInfoDefault; // Attempts to load the game settings from file, if no file exists, loads the default ones and creates a save file. try { myGameSettingsInfo = SaveHandler <GameSettingsInfo> .Load(SaveHandler <GameSettingsInfo> .SaveFileName.gameSettingsInfo); LoadGameSettings(myGameSettingsInfo); //OnGameSettingsChanged(this, myGameSettingsInfo); } catch (Exception e) { Debug.Log(e); Debug.Log("No game settings info file has been found, initializing and creating one now"); LoadGameSettings(myGameSettingsInfo); SaveInfo(); //OnGameSettingsChanged(this, myGameSettingsInfo); } m_VolumeSlider.onValueChanged.AddListener(i => VolumeChanged(i)); m_RightHandedSlider.onValueChanged.AddListener(i => RightHandedModeChanged(i)); m_JoystickSizeSlider.onValueChanged.AddListener(i => JoystickSizeChanged(i)); m_ResetButton.onClick.AddListener(() => ResetPlayerPrefs()); }
public MainWindow() { if (System.IO.File.Exists("log.txt")) { System.IO.File.Delete("log.txt"); } InitializeComponent(); myLogger.AddLoggerLine("Startup application...", Severity.Information); //#if DEBUG ==> PLACE A TEMPLATE SKIN INSDIE YOUR OSU SKIN FOLDER AND REDIRECT THE DIRECTORY TO GET BASE DATA => ALL SKINNABLE FILES THERE SHOULD BE // BaseDataCreator bdc = new BaseDataCreator(); // bdc.StartReading(@"D:\Spiele\osu!\Skins\Template"); // bdc.CreateBaseDataFile(); // Console.WriteLine("[DEBUG]: Base Data File created!"); //#endif myViewModel = new ViewModel(); this.DataContext = myViewModel; this.Show(); SAVE_HANDLER.Load(); CheckOsuFolder(); }
void Awake() { EventBroker.Instance().SubscribeMessage <EventUpdatePlayerInventory>(UpdatePlayerInventory); predefinedAssets = GetComponent <PredefinedAssets>(); saveHandler = new SaveHandler("Inventory"); inventoryData.Setup(); saveHandler.Load(this); }
public void StartGame() { var saveHandler = new SaveHandler(); Screens = (List <Screen>)saveHandler .Load(typeof(List <Screen>), saveHandler.ScreensFile); Companions = (List <Companion>)saveHandler .Load(typeof(List <Companion>), saveHandler.CompanionsFile); Items = (List <Item>)saveHandler .Load(typeof(List <Item>), saveHandler.ItemsFile); Shops = (List <Shop>)saveHandler .Load(typeof(List <Shop>), saveHandler.ShopsFile); LoadScreen(Screens.First().Id); }
public void Load() { string errorMessage; var loadMenu = GetComponentInParent <LoadMenu>(); var pauseMenu = GetComponentInParent <PauseMenu>(); if (!SaveHandler.Load(fullName, out errorMessage)) { PauseMenu.Display($"Erreur de chargement de la sauvegarde {errorMessage}", true); } loadMenu.Back(); }
public void OnLevelEnds(object sender, EventArgs e) { NodeLogicHandler.CurrentNodeInfo myCurrentNodeInfo = new NodeLogicHandler.CurrentNodeInfo(); myCurrentNodeInfo = SaveHandler <NodeLogicHandler.CurrentNodeInfo> .Load(SaveHandler <NodeLogicHandler.CurrentNodeInfo> .SaveFileName.currentPlayerNode); m_LevelCompletedMenuPopUp.OpenMenu(); m_LevelName.text = myCurrentNodeInfo.currentNodeName; m_FinalTime.text = "TIME: " + timeFormatHandler.FormatTime(Time.timeSinceLevelLoad); m_FinalScore.text = "SCORE: " + totalScore.ToString(); GameHandler.Pause(); // levelHasEnded = true; }
public void Load() { string errorMessage; if (!SaveHandler.Load(fullName, out errorMessage)) { var loadMenu = GetComponentInParent <LoadMenu>(); loadMenu.Back(); var mainMenu = loadMenu.PauseMenuObject.GetComponent <MainMenu>(); mainMenu.ErrorLoading(errorMessage); } }
public LevelCompletionInfo Load() { LevelCompletionInfo myTempLevelCompletionInfo; myTempLevelCompletionInfo = SaveHandler <LevelCompletionInfo> .Load(SaveHandler <LevelCompletionInfo> .SaveFileName.levelCompletionInfo); if (myTempLevelCompletionInfo == null) { myTempLevelCompletionInfo = new LevelCompletionInfo(); SaveHandler <LevelCompletionInfo> .Save(myTempLevelCompletionInfo, SaveHandler <LevelCompletionInfo> .SaveFileName.levelCompletionInfo); } return(myTempLevelCompletionInfo); }
public HighScores Load() { HighScores myTempHighScores; myTempHighScores = SaveHandler <HighScores> .Load(SaveHandler <HighScores> .SaveFileName.highScoreTable); if (myTempHighScores == null) { myTempHighScores = new HighScores(); myTempHighScores.highScoreEntryList = new List <HighScores.HighScoreEntry>() { new HighScores.HighScoreEntry { score = 0 }, new HighScores.HighScoreEntry { score = 0 }, new HighScores.HighScoreEntry { score = 0 }, new HighScores.HighScoreEntry { score = 0 }, new HighScores.HighScoreEntry { score = 0 }, new HighScores.HighScoreEntry { score = 0 }, new HighScores.HighScoreEntry { score = 0 }, new HighScores.HighScoreEntry { score = 0 }, new HighScores.HighScoreEntry { score = 0 }, }; SaveHandler <HighScores> .Save(myTempHighScores, SaveHandler <HighScores> .SaveFileName.highScoreTable); } return(myTempHighScores); }
private void Start() { try { gameSettingsInfo = SaveHandler <GameSettings.GameSettingsInfo> .Load(SaveHandler <GameSettings.GameSettingsInfo> .SaveFileName.gameSettingsInfo); OnGameSettingsInitialized(this, gameSettingsInfo); } catch (Exception e) { Debug.Log(e); Debug.Log("No game settings info file has been found, this should only ever happen in the first initialization, and only in the main menu scene"); } if (m_GameSettings != null) { m_GameSettings.OnGameSettingsChangedEvent += OnGameSettingsChanged; } }
private void LoadPlayerCurrentNode() { CurrentNodeInfo myNodeInfo = new CurrentNodeInfo(); try { myNodeInfo = SaveHandler <CurrentNodeInfo> .Load(SaveHandler <CurrentNodeInfo> .SaveFileName.currentPlayerNode); foreach (var o in nodeArray) { if (o.transform.position == myNodeInfo.currentNodePosition) { m_PlayerNodeMovement.SetCurrentNode(o); } } } catch (Exception e) { Debug.Log("Failed at loading the player current saved position. Probably because the SavePlayerCurrentNode method hasnt been executed yet."); Debug.Log(e); } }
private void InitializeScreens(SaveHandler handler) { Screens = (List <Screen>)handler .Load(typeof(List <Screen>), handler.ScreensFile); if (Screens == null) { Screens = new List <Screen>(); } foreach (var obj in Screens) { var name = string.IsNullOrEmpty(obj.InternalName) ? " - Screen" : " - " + obj.InternalName; listScreens.Items.Add(new ListBoxItem { Tag = obj.Id, Content = obj.Id + name }); } }
private void InitializeShops(SaveHandler handler) { Shops = (List <Shop>)handler .Load(typeof(List <Shop>), handler.ShopsFile); if (Shops == null) { Shops = new List <Shop>(); } foreach (var obj in Shops) { var name = string.IsNullOrEmpty(obj.ShopName) ? " - Shop" : " - " + obj.ShopName; listShops.Items.Add(new ListBoxItem { Tag = obj.Id, Content = obj.Id + name }); } }
private void InitializeCompanions(SaveHandler handler) { Companions = (List <Companion>)handler .Load(typeof(List <Companion>), handler.CompanionsFile); if (Companions == null) { Companions = new List <Companion>(); } foreach (var obj in Companions) { var name = string.IsNullOrEmpty(obj.Name) ? " - Companion" : " - " + obj.Name; listCompanions.Items.Add(new ListBoxItem { Tag = obj.Id, Content = obj.Id + name }); } }
void Start() { saveHandler = new SaveHandler("Followers"); saveHandler.Load(this); EventBroker.Instance().SubscribeMessage <UpdateFollowersMessage>(UpdateFollowers); }
public override void onPress(string args) { saveHandler.Load(); }
/// <summary> /// Loads the timeStamp from Online Save System with the given parameter name. /// Call Save() to save to SaveHandler. /// </summary> public TimeStamp(string saveID) { saveHandler = new SaveHandler(saveID); ID = saveID; saveHandler.Load(this); }
private static void Load_Postfix(GameV12 p_gameState) => SaveHandler.Load(p_gameState);