/// <summary> /// It sets Program.MyScreen1.TerraRoot so it loads the terrain saved /// </summary> /// <param name="p"></param> static void SetLoadedTerrainInTerraRoot() { PersonData pData = XMLSerie.ReadXMLPerson(); //so it loads the saved terrain into the new game Program.MyScreen1.TerraRoot = MyScreen.AddPrefabTerrainRoot(pData.PersonControllerSaveLoad.TerrainName); }
void Start() { _body = GetChildCalled("Body_Lbl").GetComponent <Text>(); iniPos = transform.position; Hide(); _workers = new SubBulletinGeneral(this); _production = new SubBulletinProduction(this); _finance = new SubBulletinFinance(this); // _scroll = GetChildCalled("Scroll_View"); _content = GetGrandChildCalledFromThis("Content", _scroll); _contentRectTransform = _content.GetComponent <RectTransform>(); _scroll_Ini_PosGO = GetChildCalledOnThis("Scroll_Ini_Pos", _content); var h = GetChildCalled("Help"); _help = h.GetComponent <Text>(); _help.text = ""; //bz GUI Loades like 4 times PersonData pData = XMLSerie.ReadXMLPerson(); var tempData = Program.gameScene.ProvideMeWithTempData(); //means is reloading from a change in GUI a if (tempData != null) { pData = tempData; } //loading if (pData != null) { SubBulletinProduction1 = pData.PersonControllerSaveLoad.SubBulletinProduction; SubBulletinProduction1.BulletinWindow1 = this; if (pData.PersonControllerSaveLoad.SubBulletinFinance != null) { SubBulletinFinance1 = pData.PersonControllerSaveLoad.SubBulletinFinance; SubBulletinFinance1.BulletinWindow1 = this; } } //means is brand new game if (_finance.FinanceLogger.Budgets.Count == 0) { _finance.FinanceLogger.AddYearBudget(); } }
private void LoadUnlockRegions() { PersonData pData = XMLSerie.ReadXMLPerson(); //if new game if (pData == null) { return; } //it saves at PersonSaveLoad _unlockRegions = pData.PersonControllerSaveLoad.UnlockRegions; }
/// <summary> /// Once data is loaded the Book has to be redo /// </summary> void RedoStuffWithLoadedData() { //means is a new game and this below is not needed if (Program.MyScreen1.HoldDifficulty != -1) { return; } Program.MyScreen1.HoldDifficulty = PersonPot.Control.Difficulty; _book = new Book(); _book.Start(); PersonData pData = XMLSerie.ReadXMLPerson(); Program.IsPirate = pData.PersonControllerSaveLoad.IsPirate; Program.IsFood = pData.PersonControllerSaveLoad.IsFood; Program.WasTutoPassed = pData.PersonControllerSaveLoad.WasTutoPassed; }
public void Initialize() { if (!MeshController.CrystalManager1.IsFullyLoaded() || !Program.GameFullyLoaded())//making sure all build are fullt loaded { return; } init = false; PersonData pData = XMLSerie.ReadXMLPerson(); CamControl.CAMRTS.InputRts.SaveFirstCamPos(); //brand new game if (pData == null) { SpawnIniPersonas(); GameController.LoadStartingConditions(conditions[Difficulty]); RestartController(); //here bz trees all spawneed after buildings. //so if tree is inside a building wont be deleted. bz the building //might be to big and wont collide with the building BuildingPot.Control.Registro.DoLastStepOfTownLoaded(); } //loading from file game else { LoadFromFile(pData); //game controller is loaded and Saved on BuildingSaveLoad.cs //called here for the first time after a Storage was build. //This is DEBUG GameController.LoadStartingConditions(conditions[Difficulty]); CamControl.CAMRTS.InputRts.LoadLastCamPos(); } BuildingPot.CreateUnlockBuilds(); MeshController.InitBuyRegions(); Program.gameScene.GameController1.ReCheckWhatsOnStorage(); Program.gameScene.ReleaseLoadingScreen(); }