public static void DeleteReading(SavedReading savedReading) { SaveData saveData = LoadSaveData(); if (saveData.savedReadings.Count > 0) { saveData.savedReadings.Remove(savedReading); } SaveReadings(saveData.savedReadings); }
public void RevisitSavedReading(SavedReading reading) { Debug.Log("revisiting saved readings"); gameMode = GameMode.ViewPreviousReadings; ResetGameState(); savedReadingsCanvas.gameObject.SetActive(false); cardMeanings = reading.cardMeanings; cardsSelectedToDeal = new List <int>(reading.cards); StartGame(); }
public static void SaveReading(SavedReading savedReading) { SaveData saveData = LoadSaveData(); if (saveData.savedReadings.Count > 0) { SavedReading last = saveData.savedReadings[saveData.savedReadings.Count - 1]; int[] cards = last.cards; } saveData.savedReadings.Insert(0, savedReading); SaveReadings(saveData.savedReadings); }
public void Init(SavedReading reading, SavedReadingsUI ui, bool favoriteAvailable) { savedReadingsUI = ui; sourceReading = reading; dateText.text = new System.DateTime(reading.dateTime).ToString(); card1Name.text = GameRunner.GetCardData(reading.cards[0]).cardName; card2Name.text = GameRunner.GetCardData(reading.cards[1]).cardName; card3Name.text = GameRunner.GetCardData(reading.cards[2]).cardName; card1Meaning.text = reading.cardMeanings[0]; card2Meaning.text = reading.cardMeanings[1]; card3Meaning.text = reading.cardMeanings[2]; favoriteText.text = reading.isFavorite ? "Unfavorite" : "Favorite"; if (!favoriteAvailable && !reading.isFavorite) { favoriteButton.interactable = false; } }
public void CancelDeleteSavedReading() { confirmDeleteReadingUI.gameObject.SetActive(false); readingToDelete = null; }
public void ConfirmDeleteSavedReading(SavedReading reading) { confirmDeleteReadingUI.gameObject.SetActive(true); readingToDelete = reading; }
public void FavoriteOrUnfavoriteReading(SavedReading readingToFavoriteOrUnfavorite) { readingToFavoriteOrUnfavorite.isFavorite = !readingToFavoriteOrUnfavorite.isFavorite; // toggle isFavorite by setting it to whatever it isn't SaveUtils.SaveReadings(savedReadings); Init(gameRunner); }
public void DoReading(SavedReading reading) { gameRunner.RevisitSavedReading(reading); }