void OnUserDataAction(UserData ud, UserData.Action act) { switch (act) { case UserData.Action.Load: //update global states if (mGlobalStates != null && mGlobalStates.Count > 0) { string[] keys = new string[mGlobalStates.Count]; mGlobalStates.Keys.CopyTo(keys, 0); foreach (string key in keys) { StateValue val = mGlobalStates[key]; val.Apply(ud, string.Format(GlobalDataFormat, key)); mGlobalStates[key] = val; } } //update states if (mStates != null && mStates.Count > 0 && !string.IsNullOrEmpty(mScene)) { string[] keys = new string[mStates.Count]; mStates.Keys.CopyTo(keys, 0); foreach (string key in keys) { StateValue val = mStates[key]; val.Apply(ud, string.Format(DataFormat, mScene, key)); mStates[key] = val; } } break; } }
void OnUserDataAct(UserData ud, UserData.Action act) { if (act == UserData.Action.Save) { if (!isTimeTrial) { SlotInfo.SaveCurrentSlotData(); } //Debug.Log("save slot data"); } }
protected virtual void OnUserDataAction(UserData ud, UserData.Action act) { if (act == UserData.Action.Load) { //check to see if we are suppose to be removed if (GetValue(removeKey) == 1) { DestroyImmediate(gameObject); } } }
void OnUserDataAction(UserData ud, UserData.Action act) { switch (act) { case UserData.Action.Load: //update global states mGlobal.RefreshFromUserData(ud); //update local states mLocal.RefreshFromUserData(ud); break; } }
void OnUserDataAction(UserData ud, UserData.Action act) { switch (act) { case UserData.Action.Load: _Load(); break; case UserData.Action.Save: _Save(); break; } }