private void SwapPlayerType(Player player) { PlayerTypes playerNewType = CharTypeInMe; PlayerTypes myNewType = player.PlayerType(); // Set Player's type! MyRoom.GameController.SetPlayerType(playerNewType); // Set/save my type! SetCharTypeInMe(myNewType); SaveStorage.SetString(SaveKeys.CharBarrelTypeInMe(MyRoom.MyRoomData, myIndex), myNewType.ToString()); // Reset timeWhenCanSensePlayer! timeWhenCanSensePlayer = Time.time + 0.1f; }
// ---------------------------------------------------------------- // Start // ---------------------------------------------------------------- public void Initialize(Room _myRoom, CharBarrelData data, int myIndex) { base.InitializeAsProp(_myRoom, data); timeWhenCanSensePlayer = Time.time; this.otherCharName = data.otherCharName; this.myIndex = myIndex; // Load what character's in me! string savedCharType = SaveStorage.GetString(SaveKeys.CharBarrelTypeInMe(MyRoom.MyRoomData, myIndex), otherCharName); SetCharTypeInMe(PlayerTypeHelper.TypeFromString(savedCharType)); }
public void ClearRoomSaveData(RoomData rd) { // Delete saved values! SaveStorage.DeleteKey(SaveKeys.HasPlayerBeenInRoom(rd)); for (int i = 0; i < 9; i++) // Sloppy and inefficient!! But NBD for our purposes. { SaveStorage.DeleteKey(SaveKeys.DidEatGem(rd, i)); SaveStorage.DeleteKey(SaveKeys.DidEatSnack(rd, i)); SaveStorage.DeleteKey(SaveKeys.IsGateUnlocked(rd, i)); SaveStorage.DeleteKey(SaveKeys.IsProgressGateOpen(rd, i)); SaveStorage.DeleteKey(SaveKeys.IsVeilUnveiled(rd, i)); SaveStorage.DeleteKey(SaveKeys.CharBarrelTypeInMe(rd, i)); } // Recalculate SnackCountGame! if (rd.IsInCluster) { rd.MyCluster.RefreshSnackCount(); } RefreshSnackCountGame(); }