public void SetFields(B_StageData StageData) { IsComplete = StageData.IsComplete; IsUnlocked = StageData.IsUnlocked; HasCollectable = StageData.HasCollectable; CollectedCollectible = StageData.CollectedCollectible; }
public void SaveWorldStats(List <D_StageData> WorldData, List <B_StageData> SaveWorld) { foreach (D_StageData Data in WorldData) { B_StageData binary = new B_StageData(Data); SaveWorld.Add(binary); } }
public B_StageData(B_StageData data) { IsComplete = data.IsComplete; IsUnlocked = data.IsUnlocked; HasCollectable = data.HasCollectable; CollectedCollectible = data.CollectedCollectible; SceneName = data.SceneName; }
//When you use a button to select a stage it'll pass in the Stage Data public void LoadStage(D_StageData StageData) { //CurrentStageData = new B_StageData(StageData); //GM.DarkenScreen(); GM.SetMostRecentStage(StageData); GM.SaveFile(); CheckpointData = new B_StageData(StageData); CheckpointNumber = 0; BossPhase = 0; LoadCheckpoint(); GM.StatMan.SwitchUI(true); }
public B_SaveFile(D_SaveFile file) { FileNumber = file.FileNumber; Name = file.FileName; Character = file.Character; MostRecentStage = new B_StageData(file.MostRecentStage); SaveWorldStats(file.World1, World1); SaveWorldStats(file.World2, World2); SaveWorldStats(file.World3, World3); SaveWorldStats(file.World4, World4); SaveWorldStats(file.World5, World5); }
public void LoadCheckpoint() { //So this will prompt a Scene load... Then place the player at the checkpoint. //RE Load Scene //Reset the current StageData to the checkpoint data //The posititon of the SPAWN point is different than the checkpoint //Place the player //then for each of the collectibles Turn off the one that was already collected; //SceneManager.LoadScene(CheckpointData.SceneName); StartCoroutine(DelayStageLoad(CheckpointData.SceneName)); CurrentStageData = new B_StageData(CheckpointData); //GM.SetMenuTransition(true); GM.SetGameState(GameState.GAMEPLAY); }
public D_StageData(B_StageData BinaryData) { }
public void SetCheckpoint(int _checkpoint) { Debug.Log("Checkpoint was set"); CheckpointNumber = _checkpoint; CheckpointData = new B_StageData(CurrentStageData); }
void Start() { clearFlag = false; b_StageData = GetComponent <B_StageData>(); }