void Update() { inCompHighScore = Score + TimeProc.ConvertTime; ReportTimeBonus = TimeProc.ConvertTime; ScoreText.text = " " + Score; HighScoreText.text = " " + HighScore; GetScore.text = "獲得スコア:" + Score; CompHighScore.text = "総獲得スコア:" + inCompHighScore; if (Clear.BlockGoal == true || Clear.StageClear == true) { //スコアの記録(クリアした時のみ). if (HighScore < (Score + ReportTimeBonus) && Clear.BlockDead == false) { //ハイスコア更新. HighScore = Score + ReportTimeBonus; ReportScore = HighScore; //ローカルファイルへ書き込み. ExPortData.SaveText(ExPortData.GetInternalStoragePath(), "HighScoreData.txt", ReportScore.ToString()); HighText.SetActive(true); } } }
void Start() { //起動時のみ読み込みを行い、続き/最初から行う. if (LoadStart == false) { ExPortData.Loadtext(ExPortData.GetInternalStoragePath(), "SceneNoData.txt", inData, ref ButtonProc.SceneNo); //ファイルが存在しないとき. if (ButtonProc.SceneNo == 0) { //最初の面に飛ばす. ButtonProc.SceneNo = 1; } LoadStart = true; SceneManager.LoadScene(ButtonProc.SceneNo); } else { //切り替える前に記録し、次回は選択したステージから始める. ExPortData.SaveText(ExPortData.GetInternalStoragePath(), "SceneNoData.txt", ButtonProc.SceneNo.ToString()); SceneManager.LoadScene(ButtonProc.SceneNo); } }
void Update() { MoneyUpdate(); if (SceneManager.GetActiveScene().name == "SHOP" && BuyMoney == true) { ReportMoney = SocreMoney; //ローカルファイルへ書き込み. ExPortData.SaveText(ExPortData.GetInternalStoragePath(), "S_MoneyData.txt", SocreMoney.ToString()); BuyMoney = false; } }
void MoneyUpdate() { if (Clear.BlockGoal == true && AddMoney == false || Clear.StageClear == true && AddMoney == false) { SocreMoney = SocreMoney + ScoreProc.Score / 10; //ローカルファイルへ書き込み. ExPortData.SaveText(ExPortData.GetInternalStoragePath(), "S_MoneyData.txt", SocreMoney.ToString()); AddMoney = true; } MoneyText.text = " : " + SocreMoney; }
void Start() { //毎回読み込む. ExPortData.Loadtext(ExPortData.GetInternalStoragePath(), "S_MoneyData.txt", inDataMoney, ref ReportMoney); Debug.Log(ReportMoney); SocreMoney = ReportMoney; AddMoney = false; BuyMoney = false; }
//pub sta //local void Start() { ExPortData.Loadtext(ExPortData.GetInternalStoragePath(), "ScoreItemData.txt", inDataShop, ref ItemProc.ScoreUP_I); ExPortData.Loadtext(ExPortData.GetInternalStoragePath(), "TimeBonusItemData.txt", inDataShop, ref ItemProc.TimeBonudUP_I); Debug.Log(ItemProc.ScoreUP_I); Debug.Log(ItemProc.TimeBonudUP_I); }
void Start() { ReportScore = 0; ReportTimeBonus = 0; //毎回読み込みを行う. ExPortData.Loadtext(ExPortData.GetInternalStoragePath(), "HighScoreData.txt", inData, ref ReportScore); Debug.Log(ReportScore); HighScore = ReportScore; Score = 0; }
public static int useItem; //アイテム使用上限設定数(共通項かつ1つしか存在しない). //local void Start() { //バグ防止用. ScoreUP_I = 0; TimeBonudUP_I = 0; //アイテム所持数の読み込み. ExPortData.Loadtext(ExPortData.GetInternalStoragePath(), "ScoreItemData.txt", inDataItem, ref ScoreUP_I); Debug.Log(ScoreUP_I); ExPortData.Loadtext(ExPortData.GetInternalStoragePath(), "TimeBonusItemData.txt", inDataItem, ref TimeBonudUP_I); Debug.Log(TimeBonudUP_I); ScoreUP_mag = 0; TimeBonudUP_mag = 0; useItem = 0; }
/*************************************************************/ //ローカルデータに書き込みを行う汎用関数. void SaveLocalData(string txtName, ref int SaveData) { ExPortData.SaveText(ExPortData.GetInternalStoragePath(), txtName, SaveData.ToString()); }