Esempio n. 1
0
 // Use this for initialization
 void Start()
 {
     LoadOrNotSave.Load();
     LoadOrNot.loadOr = LoadOrNotSave.loadOri;
     loadButton       = GameObject.Find("Load").GetComponent <Button>();
     if (!LoadOrNot.loadOr)
     {
         loadButton.interactable = false;
     }
 }
    void saveGameData()
    {
        Game.current.cubeType = cubeType;
        Game.current.cubeStat = cubeStat;
        Game.current.score    = pointsEarned;
        Game.current.pastTime = guiTime;
        Game.current.aveScore = (int)pointsEarnedAveShow;
        SaveLoad.Save();
        LoadOrNot.loadOr = true;
        LoadOrNotSave.Save();
        saveDone.Invoke();

        Debug.Log("Game saved, load sign changed to:" + LoadOrNotSave.loadOri);
        LoadOrNotSave.loadOri = false;
        Debug.Log("Load flag cleared, load sign changed to:" + LoadOrNotSave.loadOri);
        LoadOrNotSave.Load();
        Debug.Log("Game saved, load sign changed to:" + LoadOrNotSave.loadOri);
        SaveLoad.savedGame = new Game();
        Debug.Log("Deleta saveload class, past time changed to: " + SaveLoad.savedGame.pastTime);
        SaveLoad.Load();
        Debug.Log("Load data, past time changed to: " + SaveLoad.savedGame.pastTime);
        Debug.Log("Load data, show type 10: " + SaveLoad.savedGame.cubeType[10] + " stat 10: " + SaveLoad.savedGame.cubeType[10]);
    }
Esempio n. 3
0
 // this class is set in the manager delegate, to change the state of load flag
 public void setLFFalse()
 {
     LoadOrNot.loadOr = false;
     Debug.Log("new game icon clicked, load flag set to false");
     LoadOrNotSave.Save();
 }
    // Use this for initialization
    void Start()
    {
        // load saved scores
        SaveLoadRecords.Load();
        Score.savedScores = SaveLoadRecords.savedScore;

        // get plane and set color
        GameObject x = GameObject.Find("Plane");

        rend = x.GetComponent <Renderer>();
        rend.material.color = planeColor;
        GameObject y = GameObject.Find("AddLayer");

        rend                = y.GetComponent <Renderer>();
        addPlaneColor       = planeColor;
        addPlaneColor.a     = 0.9f;
        rend.material.color = addPlaneColor;

        // initiate rotation cubes
        countInUse = new int[numOfCols * numOfRows];
        rotateTag  = new int[numOfCols * numOfRows];
        cubeRotate = new GameObject[numOfCols * numOfRows];


        // load saved loadornot flag
        LoadOrNotSave.Load();
        LoadOrNot.loadOr = LoadOrNotSave.loadOri;
        Debug.Log("This is loaded from saved data: " + LoadOrNot.loadOr);

        if (LoadOrNot.loadOr == true)
        {
            SaveLoad.Load();
            Game.current = SaveLoad.savedGame;
            // initiate label of connenctions
            cubeType            = new int[numOfCols * numOfRows];
            cubeStat            = new int[numOfCols * numOfRows];
            conStat             = new byte[numOfCols * numOfRows, 4];
            cubeType            = Game.current.cubeType;
            cubeStat            = Game.current.cubeStat;
            pointsEarned        = Game.current.score;
            pastTime            = Game.current.pastTime;
            pointsEarnedAveShow = Game.current.aveScore;
            createBaseCubes(numOfCols, numOfRows, sizeCubes, intCubes, baseYHeight);
            createTopCubesFromGD(numOfCols, numOfRows, sizeCubes, intCubes, baseYHeight, topYHeight);
        }
        else if (LoadOrNot.loadOr == false)
        {
            // initiate label of connenctions
            cubeType = new int[numOfCols * numOfRows];
            cubeStat = new int[numOfCols * numOfRows];
            conStat  = new byte[numOfCols * numOfRows, 4];
            // create base cubes
            createBaseCubes(numOfCols, numOfRows, sizeCubes, intCubes, baseYHeight);
            // randomly generating small cubes
            createTopCubes(numOfCols, numOfRows, sizeCubes, intCubes, baseYHeight, topYHeight);
        }


        // Iniation of the neighbour list
        neiList    = new int[numOfCols * numOfRows, 4];
        conNeiList = new int[numOfCols * numOfRows, 3];

        // Initiation of cube list
        cbList     = new ArrayList[numOfCols * numOfRows];
        cubeCalYet = new int[numOfCols * numOfRows];

        listNum    = 0;
        listClosed = new int[numOfCols * numOfRows];
        for (var i = 0; i < numOfCols * numOfRows; i++)
        {
            conNeiList[i, 0] = 0;
            conNeiList[i, 1] = -1;
            conNeiList[i, 2] = -1;
        }
        desCubeId = new ArrayList();
        getIniNeighbor();
        getConnectNeigbor();
        createGlobalConList();
        checkClose();
        //changeColorClosedLists();
        desClosedLists();
        calDone = false;
        desDone = false;
        // enable mouse
        mouIpForbid   = false;
        mouIpForPulse = mouIFPLength;
        // set create time
        sedBfCreateIt = sedBfCreate;
        // Set score
        scoreText.text  = "Points:   " + pointsEarned;
        scoreText1.text = "Points:   " + pointsEarned;
        // set time
        startTime = Time.time;


        // add the button listener
        myButton = GameObject.Find("Close").GetComponent <Button>();
        myButton.onClick.AddListener(saveGameData);

        saveDone = new UnityEvent();
        saveDone.AddListener(() => { SceneManager.LoadScene(sceneChangeTo); Debug.Log("change scene to:" + sceneChangeTo); });

        // lift camera height
        Camera.main.enabled          = true;
        Camera.main.orthographic     = true;
        Camera.main.orthographicSize = 5.5f;
    }