Esempio n. 1
0
        public void LoadHashTable()
        {
            if (!isProxyValid())
            {
                return;
            }

            string _tag = uniqueTag.Value;

            if (string.IsNullOrEmpty(_tag))
            {
                _tag = Fsm.GameObjectName + "/" + Fsm.Name + "/hashTable/" + reference;
            }

            ES2Settings loadSettings = new ES2Settings();

            if (loadFromResources.Value)
            {
                loadSettings.saveLocation = ES2Settings.SaveLocation.Resources;
            }

            Dictionary <string, string> _dict = ES2.LoadDictionary <string, string>(saveFile.Value + "?tag=" + _tag);

            Log("Loaded from " + saveFile.Value + "?tag=" + _tag);

            proxy.hashTable.Clear();


            foreach (string key in _dict.Keys)
            {
                proxy.hashTable[key] = PlayMakerUtils.ParseValueFromString(_dict[key]);
            }

            Finish();
        }
Esempio n. 2
0
        /// <summary>
        /// Save attribute ID/Value pair.
        /// </summary>
        /// <param name="SaveGameID">ID of the save game.</param>
        /// <param name="ID">Attribute ID being saved.</param>
        /// <param name="Value">Value of the attribute</param>
        protected override void SaveAttribute(int SaveGameID, int ID, float Value)
        {
            var AllAttributes = new Dictionary <int, float>();

            if (ES2.Exists(localDB + "?tag=SaveGameAttributes_" + SaveGameID))
            {
                AllAttributes = ES2.LoadDictionary <int, float>(localDB + "?tag=SaveGameAttributes_" + SaveGameID);
            }
            AllAttributes[ID] = Value;
            ES2.Save(AllAttributes, localDB + "?tag=SaveGameAttributes_" + SaveGameID);
        }
    static public string LoadBattleSetting(string prefix)
    {
        if (prefix.IsNullOrEmpty())
        {
            return("");
        }

        string path = getBattleSettingPath(prefix);

        if (ES2.Exists(path) == false)
        {
            return("");
        }

        Dictionary <string, string> savedata = null;

        try
        {
            savedata = ES2.LoadDictionary <string, string>(path, Es2ButtleSetting(prefix));
        }
        catch (Exception e)
        {
            return("");
        }

        if (savedata.Count != 1)
        {
            return("");
        }

        foreach (KeyValuePair <string, string> kvp in savedata)
        {
            string shar1 = Sha1BattleSetting(kvp.Value);
            if (kvp.Key == shar1)
            {
                return(kvp.Value);
            }
            else
            {
                return("");
            }
        }

        return("");
    }
Esempio n. 4
0
        /// <summary>
        /// Returns list of available character slots.
        /// </summary>
        /// <returns>List of SlotID/CharacterName + Date pairs.</returns>
        public override List <SimpleDataPair> GetCharacterSlotList()
        {
            var SimpleReturn = new List <SimpleDataPair>();
            var AllSlots     = new Dictionary <int, string>();

            if (ES2.Exists(localDB + "?tag=SaveSlots"))
            {
                AllSlots = ES2.LoadDictionary <int, string>(localDB + "?tag=SaveSlots");
                foreach (int Key in AllSlots.Keys.OrderByDescending(x => x))
                {
                    SimpleReturn.Add(new SimpleDataPair()
                    {
                        Value = Key, Display = GetDelimitedDataFromJSON("~", AllSlots[Key], new string[] { "CharacterName", "CreatedOn" })
                    });
                }
            }
            return(SimpleReturn);
        }
Esempio n. 5
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 public override void InstanceInitiate(StateMachine checkMachine)
 {
     GetComponent <StateMaster> ().Setup();
     inputMachine.Initiate();
     PlayerMachine.playerObject = gameObject;
     PlayerMachine.instance     = this;
     DontDestroyOnLoad(gameObject);
     if (ES2.Exists("resources"))
     {
         resources = ES2.LoadDictionary <string, int> ("resources");
     }
     else
     {
         resources = new Dictionary <string, int> ();
     }
     Object[] objs = Resources.LoadAll("");
     loadedResources = new Dictionary <string, GameObject> ();
     foreach (Object obj in objs)
     {
         if (obj.name.Substring(0, 3) == "obj")
         {
             loadedResources.Add(obj.name, (GameObject)obj);
         }
     }
     if (ES2.Exists("playerLocation"))
     {
         Transform tr = ES2.Load <Transform> ("playerLocation");
         transform.position      = tr.position;
         transform.localScale    = tr.localScale;
         transform.localRotation = tr.localRotation;
         Destroy(tr.gameObject);
     }
     else
     {
         transform.position = AreaStartStateMachine.instance.transform.position + Vector3.up * InputMachine.playerHeight;
         transform.rotation = AreaStartStateMachine.instance.transform.rotation;
     }
     LoadGos();
     if (InputMachine.instance.gos.Count == 0)
     {
         ADMIN.CreateGos();
     }
 }
Esempio n. 6
0
 /// <summary>
 /// Load attribute value.
 /// </summary>
 /// <param name="SaveGameID">Save game ID containing the attribute.</param>
 /// <param name="ID">Attribute ID</param>
 /// <returns>Value of specified attribute.</returns>
 protected override float LoadAttribute(int SaveGameID, int ID)
 {
     try
     {
         var AllAttributes = new Dictionary <int, float>();
         if (ES2.Exists(localDB + "?tag=SaveGameAttributes_" + SaveGameID))
         {
             AllAttributes = ES2.LoadDictionary <int, float>(localDB + "?tag=SaveGameAttributes_" + SaveGameID);
             return(AllAttributes[ID]);
         }
         else
         {
             return(0);  // not found
         }
     }
     catch
     {
         return(0);  // not found
     }
 }
Esempio n. 7
0
        /// <summary>
        /// Returns list of available save games for the selected slot.
        /// </summary>
        /// <param name="SelectedSlotID">Slot ID to filter the save game list by.</param>
        /// <returns>List of SaveGameID/SceneName + XP + Date pairs</returns>
        public override List <SimpleDataPair> GetSaveGameListForSlot(int SelectedSlotID)
        {
            var SimpleReturn = new List <SimpleDataPair>();
            var AllSaves     = new Dictionary <int, string>();

            if (ES2.Exists(localDB + "?tag=SaveGames"))
            {
                AllSaves = ES2.LoadDictionary <int, string>(localDB + "?tag=SaveGames");
                foreach (int Key in AllSaves.Keys.OrderByDescending(x => x))
                {
                    if (AllSaves[Key].Contains("\"SlotID\":" + SelectedSlotID))
                    {
                        SimpleReturn.Add(new SimpleDataPair()
                        {
                            Value = Key, Display = GetDelimitedDataFromJSON("~", AllSaves[Key], new string[] { "CreatedOn", "Level", "XP", "SceneID" })
                        });
                    }
                }
            }
            return(SimpleReturn);
        }
Esempio n. 8
0
        } // check for database upgrades

        /// <summary>
        /// Load the header data array
        /// </summary>
        /// <param name="SaveGameID">ID of the save game being loaded.</param>
        /// <param name="SceneName">Return the name of the scene to load.</param>
        /// <param name="Data">Return the character data in list form.</param>
        protected override void LoadHeader(int SaveGameID, ref string SceneName, ref List <SimpleDataHeader> Data)
        {
            // load slot data list
            var AllSlots = new Dictionary <int, string>();

            if (ES2.Exists(localDB + "?tag=SaveSlots"))
            {
                AllSlots = ES2.LoadDictionary <int, string>(localDB + "?tag=SaveSlots");
            }

            // load save game data list
            var AllSaveGames = new Dictionary <int, string>();

            if (ES2.Exists(localDB + "?tag=SaveGames"))
            {
                AllSaveGames = ES2.LoadDictionary <int, string>(localDB + "?tag=SaveGames");
            }

            // extract the save game JSON to simpleData
            List <SimpleDataHeader> SaveGameData = JSONToHeader(AllSaveGames[SaveGameID], SimpleDataLevel.SaveGame);

            // find the slot/scene ids from this save game
            int SlotID  = Convert.ToInt32(SaveGameData.Find(s => s.Name == "SlotID").Value);
            int SceneID = Convert.ToInt32(SaveGameData.Find(s => s.Name == "SceneID").Value);

            // find the scene name to load
            var AllScenes = new Dictionary <int, string>();

            if (ES2.Exists(localDB + "?tag=Scenes"))
            {
                AllScenes = ES2.LoadDictionary <int, string>(localDB + "?tag=Scenes");
            }
            SceneName = AllScenes[SceneID];

            // extract the slot game JSON to simpleData
            List <SimpleDataHeader> SlotGameData = JSONToHeader(AllSlots[SlotID], SimpleDataLevel.Slot);

            // merge both lists for readback
            Data = SlotGameData.Concat(SaveGameData).ToList();
        }
Esempio n. 9
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        /// <summary>
        /// Extract delimited data from stored JSON string.
        /// </summary>
        /// <param name="Delimiter">Character data to separate the extracted fields by.</param>
        /// <param name="JSON">JSON string to extract from.</param>
        /// <param name="Fields">Field list to extract.</param>
        /// <returns>Data string of the desired fields.</returns>
        public string GetDelimitedDataFromJSON(string Delimiter, string JSON, string[] Fields)
        {
            // build lookup dictionary of the fields desired from the JSON
            string[] JSONSplit   = JSON.Replace("{", string.Empty).Replace("}", string.Empty).Split(new[] { ",\"" }, StringSplitOptions.RemoveEmptyEntries);
            var      FieldLookup = new Dictionary <string, string>();

            foreach (string Prop in JSONSplit)
            {
                string[] PropSplit = Prop.Split(new[] { "\":" }, StringSplitOptions.RemoveEmptyEntries);
                if (Fields.Contains(PropSplit[0].Replace("\"", string.Empty)))
                {
                    FieldLookup[PropSplit[0].Replace("\"", string.Empty)] = PropSplit[1].Replace("\"", string.Empty);
                }
            }

            // build return string in the correct field order
            string ReturnAllDelimitered = "";

            for (int i = 0; i < Fields.Length; i++)
            {
                if (ReturnAllDelimitered.Length > 0)
                {
                    ReturnAllDelimitered += Delimiter;
                }
                if (Fields[i] == "SceneID")
                {  // join to scenes lookup
                    var AllScenes = new Dictionary <int, string>();
                    if (ES2.Exists(localDB + "?tag=Scenes"))
                    {
                        AllScenes = ES2.LoadDictionary <int, string>(localDB + "?tag=Scenes");
                    }
                    ReturnAllDelimitered += AllScenes[Convert.ToInt32(FieldLookup[Fields[i]])];
                }
                else
                {  // normal pure value
                    ReturnAllDelimitered += FieldLookup[Fields[i]];
                }
            }
            return(ReturnAllDelimitered);
        }
Esempio n. 10
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 public void LoadGos()
 {
     if (InputMachine.instance.gos == null)
     {
         InputMachine.instance.gos = new List <GameObject> ();
     }
     InputMachine.instance.gos.RemoveAll(item => item == null);
     if (ES2.Exists("gos"))
     {
         Dictionary <Transform, SaveObject> loadGos = ES2.LoadDictionary <Transform, SaveObject> ("gos");
         foreach (KeyValuePair <Transform, SaveObject> kvp in loadGos)
         {
             if (loadedResources.ContainsKey(kvp.Value.objName))
             {
                 GameObject go = (GameObject)GameObject.Instantiate(loadedResources [kvp.Value.objName]);
                 go.GetComponent <StateMachine> ().Load(kvp.Key, kvp.Value);
                 Destroy(kvp.Key.gameObject);
             }
         }
         InputMachine.instance.CheckObjects();
     }
 }
    static public Dictionary <string, uint> LoadAssetBundleVersions()
    {
        string path = getAssetbundleVersionPath();

        if (ES2.Exists(path))
        {
            Dictionary <string, uint> dic = new Dictionary <string, uint>();
            try
            {
                dic = ES2.LoadDictionary <string, uint>(path);
            }
            catch (Exception e)
            {
                dic = new Dictionary <string, uint>();
            }

            return(dic);
        }
        else
        {
            return(new Dictionary <string, uint>());
        }
    }
Esempio n. 12
0
    void Awake()
    {
        if (!created)
        {
            DontDestroyOnLoad(this.gameObject);
            created = true;
        }
        else
        {
            Destroy(this.gameObject);
        }

        System.Array templist = System.Enum.GetValues(typeof(Marble.Skin));
        if (ES2.Exists("Unlocks.gsw?tag=UnlockState") && !forceRefresh)
        {
            //If dictionary is same size as marble skin enum, will need to append to ensure updates don't wipe unlocks
            UnlockState = ES2.LoadDictionary <Marble.Skin, bool>("Unlocks.gsw?tag=UnlockState");
        }
        else
        {
            UnlockState = new Dictionary <Marble.Skin, bool>();
            InitializeSkins();
        }
    }
    static public Dictionary <uint, uint> LoadWebviewCheck()
    {
        string path = getWebviewCheckPath();

        if (ES2.Exists(path))
        {
            Dictionary <uint, uint> dic;
            try
            {
                dic = ES2.LoadDictionary <uint, uint>(path);
            }
            catch (Exception e)
            {
                dic = new Dictionary <uint, uint>();
            }

            return(dic);
        }
        else
        {
            RemoveWebviewCheck();
            return(new Dictionary <uint, uint>());
        }
    }
Esempio n. 14
0
        /// <summary>
        /// Save the header, creating slot if needed.
        /// </summary>
        /// <param name="SlotID">Returns the slotID if one was created.</param>
        /// <param name="SaveGameID">Returns the save game ID if one was created.</param>
        /// <param name="SceneName">Name of the scene saved.</param>
        /// <param name="Data">List of header attributes to save.</param>
        protected override void SaveHeader(ref int SlotID, ref int SaveGameID, string SceneName, List <SimpleDataHeader> Data)
        {
            // new save slot?
            if (SlotID == 0)
            {
                // load slot data list
                var AllSlots = new Dictionary <int, string>();
                if (ES2.Exists(localDB + "?tag=SaveSlots"))
                {
                    AllSlots = ES2.LoadDictionary <int, string>(localDB + "?tag=SaveSlots");
                }

                // build new slot header
                if (AllSlots.Count == 0)
                {  // 1st ever slot
                    SlotID = 1;
                }
                else
                {  // find the highest key+1
                    SlotID = AllSlots.Max(s => s.Key) + 1;
                }
                AllSlots[SlotID] =
                    @"{""CreatedOn"":""" + DateTime.Now.ToString("yyyy-MM-ddThh:mm:ss") + @"""," +
                    HeaderToJSON(Data.Where(d => d.Level == SimpleDataLevel.Slot).ToList()) + "}";

                // save the slot data list
                ES2.Save(AllSlots, localDB + "?tag=SaveSlots");
            }

            // find scene id
            var AllScenes = new Dictionary <int, string>();

            if (ES2.Exists(localDB + "?tag=Scenes"))
            {
                AllScenes = ES2.LoadDictionary <int, string>(localDB + "?tag=Scenes");
            }
            int  SceneID = 1;
            bool bFound  = false;

            if (AllScenes.Count > 0)
            {
                try
                {
                    SceneID = AllScenes.FirstOrDefault(x => x.Value == SceneName).Key;  // find scene id
                    bFound  = true;
                }
                catch
                {  // fail
                    SceneID = AllScenes.Max(s => s.Key) + 1;
                }
            }

            // write the scene name (if new)
            if (!bFound)
            {
                AllScenes[SceneID] = SceneName;
                ES2.Save(AllScenes, localDB + "?tag=Scenes");
            }

            // load the save games for this slot
            var AllSaveGames = new Dictionary <int, string>();

            if (ES2.Exists(localDB + "?tag=SaveGames"))
            {
                AllSaveGames = ES2.LoadDictionary <int, string>(localDB + "?tag=SaveGames");
            }

            // create new save game id
            if (SaveGameID == -1)
            {  // ID not assigned
                if (AllSaveGames.Count == 0)
                {
                    SaveGameID = 1;
                }
                else
                {
                    SaveGameID = AllSaveGames.Max(s => s.Key) + 1;
                }
            }

            // write save game data
            AllSaveGames[SaveGameID] =
                @"{""CreatedOn"":""" + DateTime.Now.ToString("yyyy-MM-ddThh:mm:ss") + @"""," +
                @"""SceneID"":" + SceneID + "," +
                @"""SlotID"":" + SlotID + "," +
                HeaderToJSON(Data.Where(d => d.Level == SimpleDataLevel.SaveGame).ToList()) + "}";
            ES2.Save(AllSaveGames, localDB + "?tag=SaveGames");

            // update last save game/slot id for continue menu option
            ES2.Save(SlotID.ToString() + "~" + SaveGameID.ToString(), localDB + "?tag=Continue");
        }
Esempio n. 15
0
    IEnumerator Start()
    {
        Application.RegisterLogCallback(HandleLog);
        print("开始检查软件更新");

        WWW www = new WWW(serverurl + "filesClient.txt" + "?time=" + UnityEngine.Random.Range(0.1f, 1000f));

        print(www.url);
        yield return(www);

        if (www.error != null)
        {
            //0.net off ,Open the App
            //StartCoroutine(StartApp());
            print(www.error);

            print("更新完成,正在启动中");
            StartCoroutine(StartApp());
        }
        if (www.isDone)
        {
            //0.net on , Check Update

            appPath = MyPath.Combine(Application.dataPath, "Application");

            ES2.SaveRaw(www.bytes, MyPath.Combine(appPath, "filesServer.txt"));

            GetDirs(appPath);

            //1.get Local file
            saveFileDictionary(filesClient);
            print("======fileClient======");
            string temp = "";
            foreach (var i in filesClient)
            {
                temp += i;
                temp += "\n\r\n\r";
            }
            print(temp);


            //2.get server file
            print("======fileServer======");
            filesServer = ES2.LoadDictionary <string, string>(MyPath.Combine(appPath, "filesServer.txt"));
            temp        = "";
            foreach (var i in filesServer)
            {
                temp += i;
                temp += "\n\r\n\r";
            }
            print(temp);


            //3.compare with file
            print("======Server don't have Client have,Should Delete======");
            IEnumerable <string> filesDelete = filesClient.Keys.Except(filesServer.Keys);
            temp = "";
            foreach (var i in filesDelete)
            {
                temp += i;
                temp += "\n\r\n\r";
                File.Delete(MyPath.Combine(appPath, filesClient[i]));
            }
            print(temp);


            //4.compare with file
            print("======Server have Client don't have,Should Download======");
            IEnumerable <string> filesDownload = filesServer.Keys.Except(filesClient.Keys);
            temp = "";

            mTotalBundleCount = filesDownload.Count();


            foreach (var i in filesDownload)
            {
                temp += i;
                temp += "\n\r\n\r";

                StartCoroutine(CoDownloadAndWriteFile(MyPath.Combine(serverurl, filesServer[i]), MyPath.Combine(appPath, filesServer[i])));
            }
            print(temp);

            //5.检查是否下载完毕
            StartCoroutine(CheckLoadFinish());
        }
    }
Esempio n. 16
0
    public void LoadData()
    {
        Debug.Log("データのロード");

        GAMEDATA                  = new VBFData();
        GAMEDATA.Liked            = ES2.Load <bool>(DataFilename + "?tag=isLiked");
        GAMEDATA.expOnLevel       = ES2.Load <int>(DataFilename + "?tag=expOnLevel");
        GAMEDATA.totalWins        = ES2.Load <int>(DataFilename + "?tag=totalWins");
        GAMEDATA.earnedLoginBonus = ES2.Load <bool>(DataFilename + "?tag=earnedLoginBonus");
        GAMEDATA.playerLevel      = ES2.Load <int>(DataFilename + "?tag=playerLevel");
        GAMEDATA.lastLoginTime    = ES2.Load <string>(DataFilename + "?tag=lastLoginTime");
        GAMEDATA.SPOfferLeft      = ES2.Load <float>(DataFilename + "?tag=SPOfferLeft");
        GAMEDATA.RenzokuLogin     = ES2.Load <int>(DataFilename + "?tag=RenzokuLogin");
        GAMEDATA.DayFromInstall   = ES2.Load <int>(DataFilename + "?tag=DayFromInstall");
        GAMEDATA.Countly          = ES2.Load <string>(DataFilename + "?tag=Countly");
        GAMEDATA.Gold             = ES2.Load <long>(DataFilename + "?tag=Currency_Gold");
        GAMEDATA.Doller           = ES2.Load <long>(DataFilename + "?tag=Currency_Doller");
        GAMEDATA.isAdFree         = ES2.Load <bool>(DataFilename + "?tag=isAdFree");
        GAMEDATA.lureHas_Hard     = ES2.LoadDictionary <string, int>(DataFilename + "?tag=lureHas_Hard");
        for (int i = 0; i < Constants.LureDatas.itemTittles.Length; i++)
        {
            if (!GAMEDATA.lureHas_Hard.ContainsKey(Constants.LureDatas.itemTittles[i]))
            {
                Debug.LogError("追加のルアーあり " + Constants.LureDatas.itemTittles[i]);
                GAMEDATA.lureHas_Hard.Add(Constants.LureDatas.itemTittles[i], 0);
            }
        }

        foreach (string value in GAMEDATA.lureHas_Hard.Keys)
        {
            GAMEDATA.lureHasDebug.Add(value + "/" + GAMEDATA.lureHas_Hard[value]);
        }


        GAMEDATA.lureHas_Soft = ES2.LoadDictionary <string, int>(DataFilename + "?tag=lureHas_Soft");
        GAMEDATA.RigHas       = ES2.LoadDictionary <string, bool>(DataFilename + "?tag=rigHas");



        GAMEDATA.SettedRig = ES2.LoadDictionary <string, int>(DataFilename + "?tag=settedRig");

        for (int i = 0; i < Constants.SoftLureDatas.itemTittles.Length; i++)
        {
            if (!GAMEDATA.lureHas_Soft.ContainsKey(Constants.SoftLureDatas.itemTittles[i]))
            {
                Debug.LogError("追加のSoftあり " + Constants.SoftLureDatas.itemTittles[i]);
                GAMEDATA.lureHas_Soft.Add(Constants.SoftLureDatas.itemTittles[i], 0);
                GAMEDATA.SettedRig.Add(Constants.SoftLureDatas.itemTittles[i], 0);
            }
        }

        for (int i = 0; i < Constants.RigDatas.itemTittles.Length; i++)
        {
            if (!GAMEDATA.RigHas.ContainsKey(Constants.RigDatas.itemTittles[i]))
            {
                Debug.LogError("追加のRigあり " + Constants.RigDatas.itemTittles[i]);
                GAMEDATA.RigHas.Add(Constants.RigDatas.itemTittles[i], false);
            }
        }
        foreach (string value in GAMEDATA.lureHas_Soft.Keys)
        {
            GAMEDATA.lureSoftHasDebug.Add(value + "/" + GAMEDATA.lureHas_Soft[value]);
        }
        foreach (string value in GAMEDATA.RigHas.Keys)
        {
            GAMEDATA.RigHasDebug.Add(value + "/" + GAMEDATA.RigHas[value]);
        }

        GAMEDATA.lureHas_Line = ES2.LoadDictionary <string, int>(DataFilename + "?tag=lureHas_Line");
        for (int i = 0; i < Constants.LineDatas.itemTittles.Length; i++)
        {
            if (!GAMEDATA.lureHas_Line.ContainsKey(Constants.LineDatas.itemTittles[i]))
            {
                Debug.LogError("追加のLineあり " + Constants.LineDatas.itemTittles[i]);
                GAMEDATA.lureHas_Line.Add(Constants.LineDatas.itemTittles[i], 0);
            }
        }
        foreach (string value in GAMEDATA.lureHas_Line.Keys)
        {
            GAMEDATA.lureLineHasDebug.Add(value + "/" + GAMEDATA.lureHas_Line[value]);
        }



        GAMEDATA.lureHas_Rods = ES2.LoadDictionary <string, int>(DataFilename + "?tag=lureHas_Rods");
        for (int i = 0; i < Constants.RodsDatas.itemTittles.Length; i++)
        {
            if (!GAMEDATA.lureHas_Rods.ContainsKey(Constants.RodsDatas.itemTittles[i]))
            {
                Debug.LogError("追加のRodsあり " + Constants.RodsDatas.itemTittles[i]);
                GAMEDATA.lureHas_Rods.Add(Constants.RodsDatas.itemTittles[i], 0);
            }
        }

        GAMEDATA.tackleSlots = new List <CurrentTackle>();

        string[] tackles = ES2.LoadArray <string>(DataFilename + "?tag=tackleSlots");
        for (int i = 0; i < Constants.RodsDatas.itemTittles.Length; i++)
        {
            CurrentTackle tcke = new CurrentTackle();

            if (i >= tackles.Length)
            {
                Debug.LogError("追加のRodsあり " + Constants.RodsDatas.itemTittles[i]);
                tcke.name = Constants.RodsDatas.itemTittles[i];
                GAMEDATA.tackleSlots.Add(tcke);
            }
            else
            {
                if (tcke.SetStringData(tackles[i]))
                {
                    GAMEDATA.tackleSlots.Add(tcke);
                }
                else
                {
                    Debug.LogError("Error:NO Data FAILURE");
                }
            }
        }


        foreach (string value in GAMEDATA.lureHas_Rods.Keys)
        {
            GAMEDATA.lureRodsHasDebug.Add(value + "/" + GAMEDATA.lureHas_Rods[value]);
        }

        currentCategory  = 0;
        previousCategory = 0;
        if (ES2.Load <string>(DataFilename + "?tag=culEntry") == "")
        {
            Debug.Log("Entry ==null");
            GAMEDATA.currentEntry = null;
        }
        else
        {
            GAMEDATA.currentEntry = null;
            GAMEDATA.currentEntry = new EntryData();
            if (GAMEDATA.currentEntry.SetFromStringData(ES2.Load <string>(DataFilename + "?tag=culEntry")))
            {
                currentCategory = GAMEDATA.currentEntry.category;
            }
            else
            {
                Debug.Log("Error:NO ENTRY FAILURE");
            }
        }
        if (ES2.Load <string>(DataFilename + "?tag=prevEntry") == "")
        {
            Debug.Log("Entry2 ==null");
            GAMEDATA.prevEntry = null;
        }
        else
        {
            GAMEDATA.prevEntry = null;
            GAMEDATA.prevEntry = new EntryData();
            if (GAMEDATA.prevEntry.SetFromStringData(ES2.Load <string>(DataFilename + "?tag=prevEntry")))
            {
                previousCategory = GAMEDATA.prevEntry.category;
            }
            else
            {
                Debug.Log("Error:NO ENTRY FAILURE 2");
            }
        }
        isDataLoaded = true;
    }