public void SetFields(B_StageData StageData)
 {
     IsComplete           = StageData.IsComplete;
     IsUnlocked           = StageData.IsUnlocked;
     HasCollectable       = StageData.HasCollectable;
     CollectedCollectible = StageData.CollectedCollectible;
 }
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 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);
 }
Esempio n. 5
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    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);
 }
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 void Start()
 {
     clearFlag   = false;
     b_StageData = GetComponent <B_StageData>();
 }