/** * <summary>Updates a MainData class with it's own variables that need saving.</summary> * <param name = "mainData">The original MainData class</param> * <returns>The updated MainData class</returns> */ public MainData SaveMainData(MainData mainData) { GlobalVariables.DownloadAll (); mainData.runtimeVariablesData = SaveSystem.CreateVariablesData (GlobalVariables.GetAllVars (), false, VariableLocation.Global); return mainData; }
/** * <summary>Updates it's own variables from a MainData class.</summary> * <param name = "mainData">The MainData class to load from</param> */ public void LoadMainData(MainData mainData) { cursorIsOff = mainData.cursorIsOff; inputIsOff = mainData.inputIsOff; interactionIsOff = mainData.interactionIsOff; menuIsOff = mainData.menuIsOff; movementIsOff = mainData.movementIsOff; cameraIsOff = mainData.cameraIsOff; triggerIsOff = mainData.triggerIsOff; playerIsOff = mainData.playerIsOff; }
/** * <summary>Updates a MainData class with it's own variables that need saving.</summary> * <param name = "mainData">The original MainData class</param> * <returns>The updated MainData class</returns> */ public MainData SaveMainData(MainData mainData) { mainData.cursorIsOff = cursorIsOff; mainData.inputIsOff = inputIsOff; mainData.interactionIsOff = interactionIsOff; mainData.menuIsOff = menuIsOff; mainData.movementIsOff = movementIsOff; mainData.cameraIsOff = cameraIsOff; mainData.triggerIsOff = triggerIsOff; mainData.playerIsOff = playerIsOff; return mainData; }
/** * <summary>Updates it's own variables from a MainData class.</summary> * <param name = "mainData">The MainData class to load from</param> */ public void LoadMainData(MainData mainData) { foreach (Menu menu in menus) { foreach (MenuElement element in menu.elements) { if (element is MenuInventoryBox) { MenuInventoryBox invBox = (MenuInventoryBox) element; invBox.ResetOffset (); } } } AssignMenuLocks (mainData.menuLockData); AssignMenuVisibility (mainData.menuVisibilityData); AssignMenuElementVisibility ( mainData.menuElementVisibilityData); AssignMenuJournals (mainData.menuJournalData); }
/** * <summary>Updates a MainData class with it's own variables that need saving.</summary> * <param name = "mainData">The original MainData class</param> * <returns>The updated MainData class</returns> */ public MainData SaveMainData(MainData mainData) { mainData.menuLockData = CreateMenuLockData (); mainData.menuVisibilityData = CreateMenuVisibilityData (); mainData.menuElementVisibilityData = CreateMenuElementVisibilityData (); mainData.menuJournalData = CreateMenuJournalData (); return mainData; }
/** * <summary>Updates its own variables from a MainData class.</summary> * <param name = "mainData">The MainData class to load from</param> */ public void LoadMainData(MainData mainData) { // Active screen arrows RemoveActiveArrows (); ArrowPrompt loadedArrows = Serializer.returnComponent <ArrowPrompt> (mainData.activeArrows); if (loadedArrows) { loadedArrows.TurnOn (); } // Active conversation activeConversation = Serializer.returnComponent <Conversation> (mainData.activeConversation); timeScale = mainData.timeScale; }
/** * <summary>Updates a MainData class with its own variables that need saving.</summary> * <param name = "mainData">The original MainData class</param> * <returns>The updated MainData class</returns> */ public MainData SaveMainData(MainData mainData) { mainData.timeScale = KickStarter.playerInput.timeScale; if (activeArrows) { mainData.activeArrows = Serializer.GetConstantID (activeArrows.gameObject); } if (activeConversation) { mainData.activeConversation = Serializer.GetConstantID (activeConversation.gameObject); } return mainData; }
/** * <summary>Saves data used by this script in a MainData class.</summary> * <param name = "mainData">The MainData to save in.</param> * <returns>The updated MainData</returns> */ public MainData SaveMainData(MainData mainData) { mainData.previousSceneIndex = previousGlobalSceneIndex; return(mainData); }
/** * <summary>Loads data used by this script from a MainData class.</summary> * <param name = "mainData">The MainData to load from.</param> */ public void LoadMainData(MainData mainData) { previousGlobalSceneIndex = mainData.previousSceneIndex; }
public override void LoadMainData(MainData mainData) { LoadMainData(mainData.musicTimeSamples, mainData.oldMusicTimeSamples, mainData.lastMusicTimeSamples, mainData.lastMusicQueueData, mainData.musicQueueData); }
public override void LoadMainData(MainData mainData) { LoadMainData(mainData.ambienceTimeSamples, mainData.oldAmbienceTimeSamples, mainData.lastAmbienceTimeSamples, mainData.lastAmbienceQueueData, mainData.ambienceQueueData); }
/** * <summary>Updates a MainData class with it's own variables that need saving.</summary> * <param name = "mainData">The original MainData class</param> * <returns>The updated MainData class</returns> */ public MainData SaveMainData(MainData mainData) { if (selectedItem != null) { mainData.selectedInventoryID = selectedItem.id; mainData.isGivingItem = IsGivingItem (); } else { mainData.selectedInventoryID = -1; } return mainData; }
/** * <summary>Updates its own variables from a MainData class.</summary> * <param name = "mainData">The MainData class to load from</param> */ public virtual void LoadMainData(MainData mainData) { }
/** * <summary>Updates a MainData class with its own variables that need saving.</summary> * <param name = "mainData">The original MainData class</param> * <returns>The updated MainData class</returns> */ public virtual MainData SaveMainData(MainData mainData) { return(mainData); }
/** * <summary>Updates its own variables from a MainData class.</summary> * <param name = "mainData">The MainData class to load from</param> */ public void LoadMainData(MainData mainData) { ForceStopAll(0f, false); if (!string.IsNullOrEmpty(mainData.oldMusicTimeSamples)) { oldMusicSamples.Clear(); string[] oldArray = mainData.oldMusicTimeSamples.Split(SaveSystem.pipe[0]); foreach (string chunk in oldArray) { string[] chunkData = chunk.Split(SaveSystem.colon[0]); // ID int _id = 0; int.TryParse(chunkData[0], out _id); // TimeSample int _timeSamples = 0; int.TryParse(chunkData[1], out _timeSamples); oldMusicSamples.Add(new MusicSample(_id, _timeSamples)); } } lastTimeSamples = mainData.lastMusicTimeSamples; if (!string.IsNullOrEmpty(mainData.lastMusicQueueData)) { lastQueuedMusic.Clear(); string[] queueArray = mainData.lastMusicQueueData.Split(SaveSystem.pipe[0]); foreach (string chunk in queueArray) { string[] chunkData = chunk.Split(SaveSystem.colon[0]); // ID int _id = 0; int.TryParse(chunkData[0], out _id); // Loop int _loop = 0; int.TryParse(chunkData[1], out _loop); bool loopBool = (_loop == 1) ? true : false; // FadeTime float _fadeTime = 0f; float.TryParse(chunkData[2], out _fadeTime); // Crossfade int _crossfade = 0; int.TryParse(chunkData[3], out _crossfade); bool crossfadeBool = (_crossfade == 1) ? true : false; lastQueuedMusic.Add(new QueuedMusic(_id, loopBool, _fadeTime, crossfadeBool)); } } if (!string.IsNullOrEmpty(mainData.musicQueueData)) { string[] queueArray = mainData.musicQueueData.Split(SaveSystem.pipe[0]); foreach (string chunk in queueArray) { string[] chunkData = chunk.Split(SaveSystem.colon[0]); // ID int _id = 0; int.TryParse(chunkData[0], out _id); // Loop int _loop = 0; int.TryParse(chunkData[1], out _loop); bool loopBool = (_loop == 1) ? true : false; // FadeTime float _fadeTime = 0f; float.TryParse(chunkData[2], out _fadeTime); // Crossfade int _crossfade = 0; int.TryParse(chunkData[3], out _crossfade); bool crossfadeBool = (_crossfade == 1) ? true : false; queuedMusic.Add(new QueuedMusic(_id, loopBool, _fadeTime, crossfadeBool)); } Resume(mainData.musicTimeSamples); } }
/** * <summary>Updates a MainData class with its own variables that need saving.</summary> * <param name = "mainData">The original MainData class</param> * <returns>The updated MainData class</returns> */ public MainData SaveMainData(MainData mainData) { StringBuilder lastMusicString = new StringBuilder(); for (int i = 0; i < lastQueuedMusic.Count; i++) { lastMusicString.Append(lastQueuedMusic[i].trackID.ToString()); lastMusicString.Append(SaveSystem.colon); lastMusicString.Append((lastQueuedMusic[i].trackLoop) ? "1" : "0"); lastMusicString.Append(SaveSystem.colon); lastMusicString.Append(lastQueuedMusic[i].fadeTime); lastMusicString.Append(SaveSystem.colon); lastMusicString.Append((lastQueuedMusic[i].isCrossfade) ? "1" : "0"); if (i < (lastQueuedMusic.Count - 1)) { lastMusicString.Append(SaveSystem.pipe); } } mainData.lastMusicQueueData = lastMusicString.ToString(); StringBuilder musicString = new StringBuilder(); for (int i = 0; i < queuedMusic.Count; i++) { musicString.Append(queuedMusic[i].trackID.ToString()); musicString.Append(SaveSystem.colon); musicString.Append((queuedMusic[i].trackLoop) ? "1" : "0"); musicString.Append(SaveSystem.colon); musicString.Append(queuedMusic[i].fadeTime); musicString.Append(SaveSystem.colon); musicString.Append((queuedMusic[i].isCrossfade) ? "1" : "0"); if (i < (queuedMusic.Count - 1)) { musicString.Append(SaveSystem.pipe); } } mainData.musicQueueData = musicString.ToString(); mainData.musicTimeSamples = 0; mainData.lastMusicTimeSamples = lastTimeSamples; if (queuedMusic.Count > 0) { MusicStorage musicStorage = GetMusic(queuedMusic[0].trackID); if (musicStorage != null && musicStorage.audioClip != null && audioSource.clip == musicStorage.audioClip && audioSource.isPlaying) { mainData.musicTimeSamples = audioSource.timeSamples; } } StringBuilder oldTimeSamplesString = new StringBuilder(); for (int i = 0; i < oldMusicSamples.Count; i++) { oldTimeSamplesString.Append(oldMusicSamples[i].trackID.ToString()); oldTimeSamplesString.Append(SaveSystem.colon); oldTimeSamplesString.Append(oldMusicSamples[i].timeSample.ToString()); if (i < (oldMusicSamples.Count - 1)) { oldTimeSamplesString.Append(SaveSystem.pipe); } } mainData.oldMusicTimeSamples = oldTimeSamplesString.ToString(); return(mainData); }