private void LoadProject(string selectedPath) { Globals.ProjectDir = selectedPath; Globals.NavigatorPlace = LoadSave.Load(Globals.ProjectFile); // Settings control settingsCtrl1.LoadControl(); // Shops control listingContainerCtrl1.LoadControl(); // Ads configuration control adConfigContainerCtrl1.LoadControl(); // Image editor control imageEditorCtrl1.ProjectImagePath = Globals.ImagesDir; imageEditorCtrl1.CurrentPlace = Globals.NavigatorPlace; imageEditorCtrl1.CurrentPath = imageEditorCtrl1.CurrentPlace.Paths[0]; imageEditorCtrl1.CurrentPoint = imageEditorCtrl1.CurrentPlace.Paths[0].Points[0]; imageEditorCtrl1.CurrentAngle = 0; imageEditorCtrl1.StartRealView(); // Hotspots control hotSpotContainerCtrl1.LoadControl(); }
// Update is called once per frame void Update() { if (Input.GetKeyUp(KeyCode.O)) { stats.sceneNo = Application.loadedLevel; stats.pHealth = 100; stats.pOil = 100; stats.pPos = transform.position; LoadSave.Save(); print("GameSaved"); stats.pPos.x = 0; stats.pPos.y = 0; stats.pPos.z = 0; } if (Input.GetKeyUp(KeyCode.P)) { LoadSave.Load(); print("GameLoaded"); //transform.position = pPos; if (Application.loadedLevel != stats.sceneNo) { Application.LoadLevel(stats.sceneNo); } } if (gameloaded) { transform.position = current.stats.pPos; gameloaded = false; } }
private void Awake() { maxLevel = 1; maxLevel = LoadSave.Load(); if (maxLevel == 0) { maxLevel = 1; } }
public void Load_Company_Success() { //Arrange var path = "D:/Study/TRPZ/Test.txt"; var expected = company; //Act var actual = LoadSave.Load(path); //Assert expected.Should().BeEquivalentTo(actual); }
private void OnPauseMenuClose() { Paused = false; if (_loadOnExit) { SaveMngr.Load(); _loadOnExit = false; } _saved = false; PauseMenuClose?.Invoke(); }
public void Load() { LoadSave.CharacterName = characterName; GlobalSave save = LoadSave.Load(); foreach (WeaponSave weaponSave in save.weaponSaves) { Weapon weapon = GameManager.instance.WeaponDatabase.GetWeaponByID(weaponSave.id); weapon.LoadFromSave(weaponSave); CharacterInventory.instance.PickupWeaponNoInventory(weapon, false); } }
/// <summary> /// Starts the main part of the game. /// Checks if a game exists to load, and if so loads it. /// If not, we generate a game <see cref="GameManager.GenerateGame(int)"/> /// If we generate a game, at current we set the players location /// </summary> void Start() { Debug.BeginDeepProfile("game_start"); if (GameToLoad == null || GameToLoad == "none") { Stopwatch s = new Stopwatch(); s.Start(); //UnityEngine.Profiling.CustomSampler gen = UnityEngine.Profiling.CustomSampler.Create("GenSampler"); int seed = 0; Debug.Log("No game to load, generating with seed " + seed); GenerateGame(seed); PathFinder = new PathFinder(WorldManager.World); PathFinder.SetPlayerPosition(PlayerManager.Player.TilePos); System.GC.Collect(); s.Stop(); Debug.Log("Generation took total time: " + s.ElapsedMilliseconds / 1000f); DebugGUI.SetData("genTime", s.ElapsedMilliseconds / 1000f); } else { UnityEngine.Profiling.CustomSampler load = UnityEngine.Profiling.CustomSampler.Create("LoadSampler"); load.Begin(); GameLoadSave gls = LoadSave.Load(); World world = new World(); world.LoadWorld(gls); EntityManager.Load(gls); WorldManager.SetWorld(world); Player player = new Player(); TestSettle = WorldManager.World.GetSettlement(0); Vec2i set = TestSettle.Centre; //player.SetPosition(new Vector3(set.x * World.ChunkSize, 0, set.z * World.ChunkSize)); player.SetPosition(new Vector3(World.WorldSize / 2 * World.ChunkSize, 0, World.WorldSize / 2 * World.ChunkSize)); PlayerManager.SetPlayer(player); load.End(); } Debug.EndDeepProfile("game_start"); RNG = new GenerationRandom(System.DateTime.Now.Millisecond); }
private void btnLoad_Click(object sender, EventArgs e) { FolderBrowserDialog dlg = new FolderBrowserDialog(); dlg.ShowNewFolderButton = true; dlg.RootFolder = Environment.SpecialFolder.Desktop; if (dlg.ShowDialog() == DialogResult.OK) { Globals.ProjectDir = dlg.SelectedPath; Globals.NavigatorPlace = place = LoadSave.Load(Globals.ProjectFile); lstPoints.Items.Clear(); lstPaths.Items.Clear(); lstPaths.Items.AddRange(place.Paths.ToArray()); if (lstPaths.Items.Count > 0) { lstPaths.SelectedIndex = 0; } markControl1.LoadMapsList(); } }
// Use this for initialization void Start() { // There are not object yet. // Data didnt loaded yet. if (_instance == null) { _instance = this; DataPlayer dataPlayer = new DataPlayer(); DataQuests dataQuests = new DataQuests(); DataAd dataAd = new DataAd(); // Load DataPlayer LoadSave.Load(ref dataPlayer); //, DataplayerManager.Instance.NameFile,true); DataplayerManager.Instance.Data = dataPlayer; // Load AdData LoadSave.Load(ref dataAd, AdManager.Instance.NameFile); AdManager.Instance.Data = dataAd; // Load dataQuests LoadSave.Load(ref dataQuests, QuestsManager.Instance.NameFile); QuestsManager.Instance.Data = dataQuests; // Get languege /* Change to next alghorithm: * if not changing language by user * try find witch languege use user and set it to default * catch set english * Now for will be always in default english * Befor change to alghorithm, be sure that font * suppor languages */ LocalizationManager.Instance.SetLanguage("localizedTextEn.json"); // Load scen when all data loaded SceneManager.LoadScene("MainMenu"); } }
public static Company BuildStructure(string path) { return(LoadSave.Load(path)); }