public override void EventOpen() { // PlayerPrefs.DeleteKey(Key_Get_Reward_Day); if (!PlayerPrefs.HasKey(Key_Get_Reward_Day)) { TimeSave timeSave = new TimeSave(System.DateTime.Today.Day, System.DateTime.Today.Month, System.DateTime.Today.Year); string json = JsonUtility.ToJson(timeSave); PlayerPrefs.SetString(Key_Get_Reward_Day, json); PlayerPrefs.Save(); } if (isOpenReward()) { RewardDay.gameObject.SetActive(true); } else { RewardDay.gameObject.SetActive(false); } GameMananger.Ins.TransSetting.gameObject.SetActive(true); GameMananger.Ins.DemoCharacter.gameObject.SetActive(true); GameMananger.Ins.TrasUIGenrate.gameObject.SetActive(true); }
public void SaveNextDay() { TimeSave timeSave = new TimeSave(System.DateTime.Today.Day + 1, System.DateTime.Today.Month, System.DateTime.Today.Year); string json = JsonUtility.ToJson(timeSave); PlayerPrefs.SetString(Key_Get_Reward_Day, json); PlayerPrefs.Save(); }
public void Load(TimeSave w) { TimeDelta = w.timeDelta; Days = w.days; Weeks = w.weeks; Months = w.months; Years = w.years; }
public void Generate( List <Item> pList, List <SaveCell> cells, List <SavePlayerPosition> players, TimeSave timeSave, Dictionary <EItemType, int> inventory, WorldSave worldSave, Dictionary <string, Dictionary <EItemType, int> > givedItems, BudgetsSave[] budgetsSave ) { SavedPlayers = players.ToArray(); SavedCells = cells.ToArray(); SavedTime = timeSave; WorldSave = worldSave; Budgets = budgetsSave; if (pList.Count > 0) { knowsItem = new EItemType[pList.Count]; for (int i = 0; i < pList.Count; i++) { knowsItem[0] = pList[i].itemType; } } else { knowsItem = new EItemType[0]; } items = new InventoryItemSave[inventory.Count]; if (inventory.Count > 0) { InventoryItemSave newItem; int index = 0; foreach (KeyValuePair <EItemType, int> item in inventory) { newItem = new InventoryItemSave(); newItem.nb = item.Value; newItem.type = item.Key; items[index] = newItem; index++; } } GivedItems = new GivedItemSave[givedItems.Count]; int k = 0; foreach (KeyValuePair <string, Dictionary <EItemType, int> > item in givedItems) { GivedItems[k].npcName = item.Key; List <EItemType> lGived = new List <EItemType>(); List <int> lGivedNb = new List <int>(); foreach (KeyValuePair <EItemType, int> ite in item.Value) { lGived.Add(ite.Key); lGivedNb.Add(ite.Value); } GivedItems[k].givedItems = lGived.ToArray(); GivedItems[k].nbGived = lGivedNb.ToArray(); k++; } }
public void Load(TimeSave w) { TimeDelta = w.timeDelta; Days = w.days; Weeks = w.weeks; Months = w.months; Years = w.years; finances.LoadFinancialReports(); }
public TimeSave GenerateSave() { TimeSave newSave = new TimeSave(); newSave.actualWeek = _actualWeek; newSave.actualMonth = _actualMonth; newSave.actualYear = _actualYear; newSave.weekTime = _currentWeekTime; newSave.monthTime = _currentMonthTime; newSave.yearTime = _currentYearTime; return(newSave); }
public bool isOpenReward() { TimeSave timeSave = new TimeSave(System.DateTime.Today.Day, System.DateTime.Today.Month, System.DateTime.Today.Year); if (TotalTime(timeSave) >= TotalTime(GetTimeSave())) { return(true); } else { return(false); } }
// Use this for initialization void Awake() { //TODO: read from save timeSave = new TimeSave(1, 1, 0, 0); season = "winter"; month = timeSave.month; day = timeSave.day; hour = timeSave.hour; minute = timeSave.minute; timer = 0.0f; pause = false; moon.SetActive(false); }
public WorldProgressSave(GameObject go) { WorldController wc = go.GetComponent <WorldController>(); world = wc.Map; //SAVE IN-GAME STUFF time = new TimeSave(wc.timeController); labor = new LaborSave(wc.labor); money = new MoneySave(wc.money); camera = new CameraSave(wc.cameraController); immigration = new ImmigrationSave(wc.immigration); actionSelecter = new ActionSelecterControllerSave(wc.actionSelecter); trade = new TradeSave(wc.trade); diplomacy = new DiplomacySave(wc.diplomacy); scenario = new ScenarioGoalsSave(wc.scenario); //SAVE OBJECTS FROM PARENT //structures foreach (Transform t in wc.structures.transform) { GameObject str = t.gameObject; if (str.GetComponent <StorageBuilding>() != null) { storagebuildings.Add(new StorageBuildingSave(str)); } else if (str.GetComponent <Stable>() != null) { stables.Add(new StableSave(str)); } else if (str.GetComponent <Factory>() != null) { factories.Add(new FactorySave(str)); } else if (str.GetComponent <Generator>() != null) { generators.Add(new GeneratorSave(str)); } else if (str.GetComponent <Market>() != null) { markets.Add(new MarketSave(str.gameObject)); } else if (str.GetComponent <House>() != null) { houses.Add(new HouseSave(str.gameObject)); } else if (str.GetComponent <Workplace>() != null) { workplaces.Add(new WorkplaceSave(str.gameObject)); } else if (str.GetComponent <Structure>() != null) { structures.Add(new StructureSave(str.gameObject)); } } //walkers foreach (Transform t in wc.walkers.transform) { GameObject wlkr = t.gameObject; if (wlkr.GetComponent <Animal>() != null) { animals.Add(new AnimalSave(wlkr)); } if (wlkr.GetComponent <Vender>() != null) { venders.Add(new VenderSave(wlkr)); } else if (wlkr.GetComponent <Walker>() != null) { walkers.Add(new WalkerSave(wlkr)); } } }
public WorldProgressSave(GameObject go) { WorldController w = go.GetComponent <WorldController>(); world = w.Map; productivities = new DictContainer <string, float>(ProductivityController.productivities); automation = new DictContainer <string, float>(ProductivityController.automationValue); saveDate = DateTime.Now; Debug.Log(saveDate.ToString("MM/dd/yyyy")); Events = w.notifications.Events; //SAVE IN-GAME STUFF time = new TimeSave(w.timeController); population = new PopulationSave(w.population); money = new MoneySave(w.money); camera = new CameraSave(w.cameraController); immigration = new ImmigrationSave(w.immigration); actionSelecter = new ActionSelecterControllerSave(w.actionSelecter); trade = new TradeSave(w.trade); diplomacy = new DiplomacySave(w.diplomacy); scenario = new ScenarioSave(w.scenario); research = new ResearchSave(w.research); //SAVE OBJECTS FROM PARENT //structures foreach (Transform t in w.structures.transform) { GameObject str = t.gameObject; if (str.GetComponent <StorageBuilding>() != null) { storagebuildings.Add(new StorageBuildingSave(str)); } else if (str.GetComponent <Stable>() != null) { stables.Add(new StableSave(str)); } else if (str.GetComponent <Crop>() != null) { crops.Add(new CropSave(str)); } else if (str.GetComponent <Generator>() != null) { generators.Add(new GeneratorSave(str)); } else if (str.GetComponent <WTP>() != null) { wtps.Add(new WTPSave(str)); } else if (str.GetComponent <Canal>() != null) { canals.Add(new CanalSave(str)); } else if (str.GetComponent <House>() != null) { houses.Add(new HouseSave(str.gameObject)); } else if (str.GetComponent <Farmhouse>() != null) { farmhouses.Add(new FarmhouseSave(str)); } else if (str.GetComponent <Workplace>() != null) { workplaces.Add(new WorkplaceSave(str)); } else if (str.GetComponent <Jobcentre>() != null) { jobcentres.Add(new JobcentreSave(str)); } else if (str.GetComponent <Structure>() != null) { structures.Add(new StructureSave(str)); } else { Debug.Log(str.name + " shouldn't be under structures"); } } //walkers foreach (Transform t in w.walkers.transform) { GameObject wlkr = t.gameObject; if (wlkr.GetComponent <Animal>() != null) { animals.Add(new AnimalSave(wlkr)); } else if (wlkr.GetComponent <Walker>() != null) { walkers.Add(new WalkerSave(wlkr)); } else { Debug.Log(wlkr.name + " shouldn't be under walkers"); } } }
public int TotalTime(TimeSave time) { return(time.Years * 365 * 30 + time.Month * 30 + time.day); }