Exemple #1
0
    public void EndDay()
    {
        LocationCanv.Deactivate();
        MissionCanv.Deactivate();
        GuardCanv.Deactivate();

        for (int i = ActiveMissions.Count - 1; i >= 0; i--)
        {
            ActiveMissions[i].Execute();
        }

        //RandomSurvivorDeath();
        //RandomAddSurvivor();
        //RandomZombieAttack();
        //RandomZombieKill();
        //AddZombiesToLocations();
        //FoodConsumption();
        CalculateDefense(DefenseSurv);
        CalculateLivingSpace();
        CountIdleSurv();
        Days++;
        StatusBar.UpdateStats(Days, Defense, DefenseFromBuildings, LivingSpace, Happiness);

        _saveLoadSysem.Save();
    }
Exemple #2
0
    private void Start()
    {
        subject = Subject.getInstance();

        if (!observerDifficultAI.observerState && !observerVoice.observerState)
        {
            new observerDifficultAI(subject);
            new observerVoice(subject);
        }

        if (!File.Exists(Application.persistentDataPath + "save.binary"))
        {
            SettingData data = new SettingData(.5f, "MID");

            SaveLoadSystem.Save(data);

            diff = "MID";
            voi  = .5f;
        }
        else
        {
            diff = SaveLoadSystem.Load().difficult;
            voi  = SaveLoadSystem.Load().voice;
        }

        subject.setDifficultAndVoice(diff, voi);
    }
Exemple #3
0
    public void CompleteLevel()
    {
        Time.timeScale = 0;
        EndLevelScreen.gameObject.SetActive(true);

        if (playerStats.Lives == 3)
        {
            levelScore           += 1;
            threeLivesStar.sprite = activatedStarImagePrefab;
        }
        if (bonusActivator.activated)
        {
            levelScore += 1;
            activatedBonusStar.sprite = activatedStarImagePrefab;
        }

        saveLoadSystem.Load();

        //levelNumber starts at 1, so using levelScores.Count works.

        saveLoadSystem.gameData.levelScores[levelNumber] = levelScore;
        if (!saveLoadSystem.gameData.UnlockedLevelNames.Contains(sceneSwitcher.nextLevelSceneName))
        {
            saveLoadSystem.gameData.UnlockedLevelNames.Add(sceneSwitcher.nextLevelSceneName);
        }
        saveLoadSystem.Save();
    }
    public void UserDataCreate()
    {
        if (!controller.CheckFile("UserData"))
        {
            LocalSave();
            return;
        }

        button.SetActive(false);
        note.SetActive(true);

        userData = new UserData(name.text, controller.GetLength("UserData"));



        string[] userDataStr = new string[3];

        userDataStr[0] = userData.userName;
        userDataStr[1] = userData.id.ToString();
        userDataStr[2] = userData.bestTime.ToString();

        StartCoroutine(controller.AddSave("UserData", userDataStr, MyDestroy));

        TitleManager titleManager = FindObjectOfType <TitleManager>();

        SaveLoadSystem.Save((object)userData, "UserData");
        if (titleManager != null)
        {
            titleManager.Initialization();
        }
    }
Exemple #5
0
    public static void Save()
    {
        gameData.playerPosition = new float[] { GetPlayer().transform.position.x, GetPlayer().transform.position.y };
        gameData.sceneAlias     = SceneManager.GetActiveScene().name;

        SaveLoadSystem.Save(gameData);
    }
    /// <summary>
    /// 現在なっている音に変更後の音量を適用させる
    /// </summary>
    public void SoundVolumeApplication()
    {
        soundInfo.MainVolume      = MainVolume;
        soundInfo.BackMusicVolume = BackMusicVolume;
        soundInfo.SfxVolume       = SfxVolume;

        SaveLoadSystem.Save(soundInfo, SAVE_FILE_NAME);

        //バックミュージックがなければ処理しない
        if (backMusicObject != null)
        {
            //音量再適用
            backMusicObject.GetComponent <AudioSource>().volume = MainVolume * BackMusicVolume;
        }

        //音量再適用
        for (int i = 0; i < sfxList.Count; i++)
        {
            if (sfxList[i] == null)
            {
                continue;
            }
            else
            {
                sfxList[i].volume = MainVolume * BackMusicVolume;
            }
        }
    }
    void Save()
    {
        GameObject player = GameObject.FindGameObjectWithTag("Player");

        GameObject[] drones = GameObject.FindGameObjectsWithTag("Mortal");
        GameState    state  = new GameState();

        state.SceneName = UnityEngine.SceneManagement.SceneManager.GetActiveScene().name;
        float playerHealth = player.GetComponent <Health>().currentHealth;

        state.Player = new GameState.Actor(playerHealth, player);
        List <GameState.Drone> dronesData = new List <GameState.Drone>();

        for (int i = 0; i < drones.Length; i++)
        {
            if (drones[i] != null)
            {
                Health droneHealthObj = drones[i].GetComponent <Health>();
                if (droneHealthObj != null)
                {
                    float droneHealth = droneHealthObj.currentHealth;
                    if (droneHealth > 0)
                    {
                        dronesData.Add(new GameState.Drone(droneHealth, drones[i]));
                    }
                }
            }
        }
        state.Drones       = dronesData.ToArray();
        state.checkpointId = id;
        SaveLoadSystem.Save(state);
        Debug.Log(SaveLoadSystem.gameState.Drones.Length);
    }
        // save the game
        public void SaveGame()
        {
            SaveLoadObject data = new SaveLoadObject();

            // Get player data
            GameObject player = GameObject.FindGameObjectWithTag("Player");

            data.player.health   = player.GetComponent <PlayerHealth>().currentHealth;
            data.player.position = player.transform.position;
            data.player.rotation = player.transform.rotation;
            data.player.score    = ScoreManager.score;


            // gets all gameobjects with enemy movement script component
            EnemyHealth[] enemies = GameObject.FindObjectsOfType <EnemyHealth>();
            foreach (EnemyHealth enemy in enemies)
            {
                string    enemyPrefabName = enemy.gameObject.name;
                EnemyInfo enemyInfo       = new EnemyInfo();
                enemyInfo.prefabName = enemyPrefabName.Substring(0, enemyPrefabName.Length - 7);
                enemyInfo.position   = enemy.gameObject.transform.position;
                enemyInfo.rotation   = enemy.gameObject.transform.rotation;
                enemyInfo.health     = enemy.currentHealth;
                enemyInfo.yieldScore = enemy.yieldscore;
                data.enemy.Add(enemyInfo);
            }
            saveLoad.Save(data);
        }
Exemple #9
0
    public void SaveInfo()
    {
        SaveLoadSystem.Save(codePointsEntered, codePointsKey);
        SaveLoadSystem.Save(designPointsEntered, designPointsKey);
        SaveLoadSystem.Save(artPointsEntered, artPointsKey);

        SaveLoadSystem.Save <GameDataType>(currentGame, currentGameKey);
    }
Exemple #10
0
 public void LoadNextLevel()
 {
     if ((level + 1) > SaveLoadSystem.Load().level)
     {
         SaveLoadSystem.Save(new GameData(level + 1));
     }
     SceneManager.LoadScene(level + 1);
 }
Exemple #11
0
 public void OnSaveCharacterStats()
 {
     playerStats = new SaveCharacterStats()
     {
         Health  = Health,
         Stamina = Stamina,
     };
     SaveLoadSystem.Save <SaveCharacterStats>(playerStats, "PlayerStats");
 }
Exemple #12
0
    public void AddPoints(int points)
    {
        score += points;
        var slot     = SaveLoadSystem.GetCurrentSlot();
        var dataSave = SaveLoadSystem.Get(slot);

        dataSave.score = score;
        SaveLoadSystem.Save(slot, dataSave);
    }
 public void CompleteCutscene()
 {
     saveLoadSystem.Load();
     if (!saveLoadSystem.gameData.UnlockedLevelNames.Contains(sceneSwitcher.nextLevelSceneName))
     {
         saveLoadSystem.gameData.UnlockedLevelNames.Add(sceneSwitcher.nextLevelSceneName);
     }
     saveLoadSystem.Save();
 }
Exemple #14
0
        public void Save(string baseId)
        {
            FavoriteCoffeeState state = new FavoriteCoffeeState()
            {
                favoriteCoffees = favoriteCoffees,
                currentIndex    = currentIndex
            };

            SaveLoadSystem.Save <FavoriteCoffeeState>(state, baseId, "FavoriteCoffeeController");
        }
Exemple #15
0
        public void OnHomeClick()
        {
            Save newSave = SaveLoadSystem.Load();

            newSave.LastCompletedLevel++;
            SaveLoadSystem.Save(newSave);

            Time.timeScale = 1.0f;
            SceneManager.LoadScene(0);
        }
Exemple #16
0
        public void Save(string baseId)
        {
            var state = new ContainerState()
            {
                currentAmount = currentAmount
            };

            var UID = GetComponent <UniqueID>().uid;

            SaveLoadSystem.Save <ContainerState>(state, baseId, UID);
        }
    public void SaveInfo()
    {
        List <int> counts = new List <int>();

        foreach (GameUpgrade upgrade in upgrades)
        {
            counts.Add(upgrade.currentUpgradeCount);
        }

        SaveLoadSystem.Save(counts, "upgrades");
    }
Exemple #18
0
    public void resetSetting()
    {
        toggles[0].isOn = true;
        toggles[1].isOn = false;
        toggles[2].isOn = false;
        voi             = voiceScrollBar.value = .5f;
        diff            = "EASY";

        SettingData settingData = new SettingData(voi, diff);

        SaveLoadSystem.Save(settingData);

        subject.setDifficultAndVoice(diff, voi);
    }
    private void LocalSave()
    {
        button.SetActive(false);
        note.SetActive(true);
        userData = new UserData(name.text, 0);

        SaveLoadSystem.Save((object)userData, "UserData");

        TitleManager titleManager = FindObjectOfType <TitleManager>();

        if (titleManager != null)
        {
            titleManager.Initialization();
        }
        Destroy(gameObject);
    }
Exemple #20
0
    private void SaveGame()
    {
        var slot     = SaveLoadSystem.GetCurrentSlot();
        var saveData = SaveLoadSystem.Get(slot);

        saveData.positionX = player.position.x;
        saveData.positionY = player.position.y;
        var timeLimit = FindObjectOfType <ScoreSystem>()?.timeLimit;

        if (timeLimit.HasValue)
        {
            saveData.timeLimit = Mathf.CeilToInt(timeLimit.Value - Time.timeSinceLevelLoad);
        }
        SaveLoadSystem.Save(slot, saveData);
        FindObjectOfType <ModalScreenSystem>().Show("Game Saved!", "Close", () => { });
    }
Exemple #21
0
        public void Save(string baseId)
        {
            CoffeeMachineState coffeeMachineState = new CoffeeMachineState()
            {
                status               = status,
                currentCoffee        = currentCoffee,
                coffeeSetFromOutside = coffeeSetFromOutside,
                coffeeSize           = coffeeSize,
                coffeeStrength       = coffeeStrength
            };

            SaveLoadSystem.Save <CoffeeMachineState>(coffeeMachineState, baseId, "CoffeeMachine");

            MyLog.TryLog(this, $"Saved", debug);
            MyLog.TryLog(this, JsonConvert.SerializeObject(coffeeMachineState), debug);
        }
 public void SetStartButton()
 {
     SetButtons(startButtons, (position) =>
     {
         var slot = (SaveSlot)position;
         SaveLoadSystem.Load(slot);
         var data = new SavingData
         {
             level       = 1,
             playerName  = playerNameInput.text,
             score       = 0,
             timeElapsed = 0
         };
         SaveLoadSystem.Save(slot, data);
         SceneManager.LoadScene($"Level{data.level.ToString()}");
     });
 }
Exemple #23
0
    //pass the info to UILevel, UICategory and save the game
    public void LevelComplete()
    {
        UILevel uILevel = GameObject.Find("UILevel").GetComponent <UILevel>();

        if (type == LevelListItem.Type.Normal)
        {
            CoinChange(bonusCoins);
            uILevel.numbersOfActiveLevel++;
        }
        IncreaseCategoryLevelNumber();
        IncreaseChallengeGoal();
        GetDataList();
        GetChallengeList();
        SaveLoadSystem.Save();

        LockEvent -= ClickCount;
        TimeEvent -= TimeCount;
    }
Exemple #24
0
    private IEnumerator loadNextLevel()
    {
        // Wait timeDelay
        yield return(new WaitForSeconds(timeDelay));

        // Pause Game
        Time.timeScale = 0;

        // Save Game Progress
        var slotKey  = SaveLoadSystem.GetCurrentSlot();
        var saveData = SaveLoadSystem.Get(slotKey);

        saveData.positionX = 0;
        saveData.positionY = 0;
        saveData.timeLimit = 0;

        if (hasNextLevel)
        {
            saveData.level = nextLevelToLoad;
            SaveLoadSystem.Save(slotKey, saveData);

            // Show a winning message
            FindObjectOfType <ModalScreenSystem>().Show("LEVEL PASSED", "Next level", () =>
            {
                Time.timeScale = 1;
                // Load the level named as in the nextLevelToLoad variable.
                SceneManager.LoadScene($"Level{nextLevelToLoad.ToString()}");
            });
        }
        else
        {
            SaveLoadSystem.Save(slotKey, saveData);

            // Show a winning message
            FindObjectOfType <ModalScreenSystem>().Show("GAME FINISHED", "Exit", () =>
            {
                Time.timeScale = 1;
                // Load the level named as in the nextLevelToLoad variable.

                SceneManager.LoadScene("StartScreen");
            });
        }
    }
Exemple #25
0
    public void SaveGame()
    {
        GameData newGameData = new GameData();

        newGameData.clue              = clue;
        newGameData.clueKnown         = clueKnown;
        newGameData.galaxyType        = mainGeneration.galaxyType;
        newGameData.numberOfSystems   = mainGeneration.starSystem.Length;
        newGameData.seed              = mainGeneration.seed;
        newGameData.startingSystem    = mainGeneration.currentSystem;
        newGameData.mainEventProgress = mainEventProgress;
        newGameData.targetSystem      = targetSystem;

        bool[,] anomaliCompleted = new bool[newGameData.numberOfSystems, 2];

        for (int i = 0; i < newGameData.numberOfSystems; i++)
        {
            for (int j = 0; j < mainGeneration.starSystem [i].anomaliEventCompleted.Length; j++)
            {
                anomaliCompleted [i, j] = mainGeneration.starSystem [i].anomaliEventCompleted [j];
            }
        }

        newGameData.anomaliCompleted = anomaliCompleted;


        newGameData.shipType    = ship.shipType;
        newGameData.strength    = ship.strength;
        newGameData.commander   = ship.commander;
        newGameData.money       = ship.money;
        newGameData.jumpCharges = ship.jumpCharges;
        newGameData.research    = ship.research;
        newGameData.x           = ship.transform.position.x;
        newGameData.z           = ship.transform.position.z;

        newGameData.savedGame = true;



        SaveLoadSystem.Save(newGameData);

        DisplayGameSavedMessage();
    }
Exemple #26
0
        public void ClaimRewardButton()
        {
            PlayerData playerData = SaveLoadSystem.Load();

            Reward reward = rewardsDB.GetReward(nextRewardIndex);

            //playerData.coins += reward.amount;
            GuessGameplay.Instance.CoinNumber += reward.amount;
            UpdateCoinsTextUI();

            //save next reward index
            nextRewardIndex++;
            if (nextRewardIndex >= rewardsDB.rewardsCount)
            {
                nextRewardIndex = 0;
            }
            playerData.rewardsIndex = nextRewardIndex;

            SaveLoadSystem.Save();
            DeactivateReward();
        }
Exemple #27
0
    public void saveSetting()
    {
        if (toggles[0].isOn)
        {
            diff = "EASY";
        }
        else if (toggles[1].isOn)
        {
            diff = "MID";
        }
        else
        {
            diff = "HARD";
        }

        voi = voiceScrollBar.value;

        SettingData settingData = new SettingData(voi, diff);

        SaveLoadSystem.Save(settingData);

        subject.setDifficultAndVoice(diff, voi);
    }
Exemple #28
0
 public void ExampleSave()
 {
     SaveLoadSystem.Save();
 }
    public void SaveJson()
    {
        if (!File.Exists(SaveLoadSystem.SaveFolderLocation + WorldName + "/" + WorldName + ".txt"))
        {
            Save.Seed              = SetSeed;
            Save.SeedSet           = true;
            Save.WorldName         = WorldName;
            Save.ModeName          = ModeName;
            Save.PlayerPosition    = GameObject.Find("Player").transform.position;
            Save.SquareRoomAmount  = SquareRoomAmount;
            Save.CircleRoomAmount  = CircleRoomAmount;
            Save.TShapeRoomAmount  = TShapeRoomAmount;
            Save.LShapeRoomAmount  = LShapeRoomAmount;
            Save.DiamondRoomAmount = DiamondRoomAmount;
            Save.XDimension        = XDimension;
            Save.YDimension        = YDimension;
            for (int i = 0; i < TilesToSave.Count; ++i)
            {
                if (Save.DataPacks.All(t => !t.Equals(TilesToSave[i])))
                {
                    Save.DataPacks.Add(TilesToSave[i]);
                }
            }
            SceenshotTaker.TakeScreenShot_static(256, 256);
            string saveString = JsonUtility.ToJson(Save, true);
            SaveLoadSystem.Save(saveString, WorldName);
        }
        if (File.Exists(SaveLoadSystem.SaveFolderLocation + WorldName + "/" + WorldName + ".txt"))
        {
            string LoadString = SaveLoadSystem.Load(WorldName);

            if (LoadString != null)
            {
                Save = JsonUtility.FromJson <SaveFile>(LoadString);
                for (int i = 0; i < TilesToSave.Count; ++i)
                {
                    if (Save.DataPacks.All(t => !t.Equals(TilesToSave[i])))
                    {
                        Save.DataPacks.Add(TilesToSave[i]);
                    }
                }
                InventoryBackpack backpack = GameObject.Find("Player").GetComponent <InventoryBackpack>();
                Save.ItemPacks.Clear();
                SaveLoadSystem.Save("", WorldName);
                for (int i = 0; i < backpack.Storage.Count; ++i)
                {
                    ItemInventorySave invSave = new ItemInventorySave();
                    invSave.InventorySlot = backpack.Storage[i];
                    if (Save.ItemPacks.All(t => t.InventorySlot.ID != backpack.Storage[i].ID))
                    {
                        Save.ItemPacks.Add(invSave);
                    }
                }
                for (int i = 0; i < backpack.Display.CombindSlots.Count; ++i)
                {
                    for (int a = 0; a < Save.ItemPacks.Count; ++a)
                    {
                        if (backpack.Display.CombindSlots[i].transform.GetChild(0).GetComponent <HoldCustomTile>().CustomTile != null)
                        {
                            if (backpack.Display.CombindSlots[i].transform.GetChild(0).GetComponent <HoldCustomTile>().CustomTile.Item.ItemID == Save.ItemPacks[a].InventorySlot.ID)
                            {
                                Save.ItemPacks[a].SlotNumber = backpack.Display.CombindSlots[i].transform.GetChild(0).GetComponent <HoldCustomTile>().SlotID;
                            }
                        }
                    }
                }
                //Clears the json file incase the backpack amount doesn't match
                if (Save.ItemPacks.Count != backpack.Storage.Count)
                {
                    Save.ItemPacks.Clear();
                    SaveLoadSystem.Save("", WorldName);
                }
                for (int i = 0; i < backpack.Storage.Count; ++i)
                {
                    ItemInventorySave invSave = new ItemInventorySave();
                    invSave.InventorySlot = backpack.Storage[i];
                    if (Save.ItemPacks.All(t => t.InventorySlot.ID != backpack.Storage[i].ID))
                    {
                        Save.ItemPacks.Add(invSave);
                    }
                }
                SceenshotTaker.TakeScreenShot_static(256, 256);
                Save.PlayerPosition = GameObject.Find("Player").transform.position;
                Save.DigPower       = GameObject.Find("Player").GetComponent <DigTier>().CurrentDigTier;
                string saveString = JsonUtility.ToJson(Save, true);
                SaveLoadSystem.Save(saveString, WorldName);
                if (Save.ModeName == "FreeMode")
                {
                    GameObject.Find("GameManager").GetComponent <GameManager>().FreeMode = true;
                }
                if (Save.ModeName == "ScoreMode")
                {
                    GameObject.Find("GameManager").GetComponent <GameManager>().ScoreMode = true;
                }
                if (Save.ModeName == "ExitMode")
                {
                    GameObject.Find("GameManager").GetComponent <GameManager>().ExitMode = true;
                }
            }
        }
    }
Exemple #30
0
 public void SaveInfo()
 {
     SaveLoadSystem.Save(games, saveGamesKey);
     SaveLoadSystem.Save(money, saveMoneyKey);
 }