public void CreateNewGame() { SaveData sd = FileManagment.ReadFile <SaveData>("save"); string gameName = newGameField.text; if (sd == null || sd.saves == null) { sd = new SaveData { saves = new List <Game>() } } ; if (sd.saves.Exists(x => x.gameName == gameName)) { result.text = "Gra o takiej nazwie istnieje!"; result.color = Color.red; return; } Game newGame = new Game { gameName = gameName }; sd.saves.Add(newGame); result.text = "Utworzono gre!"; result.color = Color.green; FileManagment.WriteFile("save", sd); }
private void SaveToFile() { SaveData sd = FileManagment.ReadFile <SaveData>("save"); sd.saves[sd.saves.FindIndex(x => x.gameName == ApplicationModel.GameName)] = gameSave; FileManagment.WriteFile("save", sd); }
private void LoadUpgrades() { SaveData save = FileManagment.ReadFile <SaveData>("save.dat"); bonusSpeed = MyPlayerStats.BonusSpeed + save.BonusSpeed; baseSpeed = MyPlayerStats.MovementSpeed + save.MovementSpeed; MaxBoostAmount = MyPlayerStats.MaxBoostAmount + save.MaxBoostAmount; }
private void SetUpgradesLevels() { SaveData save = FileManagment.ReadFile <SaveData>("save.dat"); SetFirstUpgradeLevel(save); SetSecondUpgradeLevel(save); SetThirdUpgradeLevel(save); }
private void LoadSave() { SaveData sd = FileManagment.ReadFile <SaveData>("save"); gameSave = sd.saves.Find(x => x.gameName == ApplicationModel.GameName); _historyWins = gameSave.wins; _historyLosses = gameSave.losses; }
public void UpgradeBoostSpeed(int cost) { if (CanBuy(cost)) { SaveData save = FileManagment.ReadFile <SaveData>("save.dat"); save.BonusSpeed += BonusSpeed; SaveUpgrade(save, cost); SetThirdUpgradeLevel(save); } }
public void UpgradeBoostAmount(int cost) { if (CanBuy(cost)) { SaveData save = FileManagment.ReadFile <SaveData>("save.dat"); save.MaxBoostAmount += BonusMaxBoostAmount; SaveUpgrade(save, cost); SetSecondUpgradeLevel(save); } }
public void UpgradeMovementSpeed(int cost) { if (CanBuy(cost)) { SaveData save = FileManagment.ReadFile <SaveData>("save.dat"); save.MovementSpeed += BonusMovementSpeed; SaveUpgrade(save, cost); SetFirstUpgradeLevel(save); } }
private void SetLevelMenuValues(int level) { level--; LevelName.text = Levels[level].LevelName; LevelMaxCoins.text = Levels[level].Coins.ToString(); LevelMaxSecretItems.text = Levels[level].SecretItems.ToString(); SaveData save = FileManagment.ReadFile <SaveData>("save.dat"); LevelPlayerCoins.text = save.Levels[level].Coins.ToString(); LevelPlayerItems.text = save.Levels[level].SecretItems.ToString(); }
public void LoadOptions() { OptionsData od = FileManagment.ReadFile <OptionsData>("preferences"); if (od == null) { return; } resolutionDropdown.value = od.resolutionIndex; resolutionDropdown.RefreshShownValue(); valueChanged = false; optionsData = od; }
public void LoadSave() { SaveData save = FileManagment.ReadFile <SaveData>("save.dat"); CoinsAmount.text = save.Coins.ToString(); foreach (Transform transform1 in LevelsParent.transform) { transform1.GetComponent <Button>().interactable = false; } for (int i = 0; i < save.Levels.Count; i++) { LevelsParent.transform.GetChild(i).GetComponent <Button>().interactable = true; } }
private void LoadGameList() { SaveData sd = FileManagment.ReadFile <SaveData>("save"); if (sd == null || sd.saves == null) { return; } foreach (Game sdSave in sd.saves) { GameButton b = Instantiate(gameButton, gameList); b.nameLabel.text = sdSave.gameName; var save = sdSave; b.buttonComponent.onClick.AddListener(delegate { LoadGame(save.gameName); }); } }
public void CheckSaveFile() { FileManagment.FileChecking(); SaveData save = FileManagment.ReadFile <SaveData>("save.dat"); if (save == null) { SaveData newSave = new SaveData { Levels = new List <Level>() }; newSave.Levels.Add(new Level()); FileManagment.WriteFile("save.dat", newSave); } }
private void SaveResults() { SaveData save = FileManagment.ReadFile <SaveData>("save.dat"); int index = SceneManager.GetActiveScene().buildIndex - 1; // because of level selection Scene if (index == save.Levels.Count - 1) { save.Levels.Add(new Level()); } if (save.Levels[index].Coins < MyPlayer.CoinsAmount) { save.Coins += MyPlayer.CoinsAmount - save.Levels[index].Coins; save.Levels[index].Coins = MyPlayer.CoinsAmount; } if (save.Levels[index].SecretItems < MyPlayer.CoinsAmount) { save.Levels[index].SecretItems = MyPlayer.SecretItemsAmount; } FileManagment.WriteFile("save.dat", save); }