Esempio n. 1
0
    public void LoadGame(MainMissionSaveData info)
    {
        SideMissionSaveData temp = JsonUtility.FromJson <SideMissionSaveData>(info.missionSaveData);

        missionSlot.LoadGame(temp, alchemistMaster);

        currentMission       = info.currentMission;
        currentStringDisplay = info.currentStringDisplay;
    }
Esempio n. 2
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    public MainMissionSaveData SaveGame()
    {
        SideMissionSaveData temp     = missionSlot.SaveGame();
        MainMissionSaveData saveData = new MainMissionSaveData();

        saveData.missionSaveData      = JsonUtility.ToJson(temp);
        saveData.currentMission       = currentMission;
        saveData.currentStringDisplay = currentStringDisplay;

        return(saveData);
    }
Esempio n. 3
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    public void LoadGame()
    {
        NewGame();

        //load from file
        string filePath = path + "/" + gameDataFileName;

        if (File.Exists(filePath))
        {
            string[] dataAsJson = File.ReadAllLines(filePath);

            //Stage 1 get Save Data

            List <SlotSaveData>        inventorySaveData    = new List <SlotSaveData>();        //Inventory Save Data
            List <SlotSaveData>        storageSaveData      = new List <SlotSaveData>();        //Storage Save Data
            List <FluctuationSaveData> itemDatabaseSaveData = new List <FluctuationSaveData>(); //Item Save Data
            TickSaveData tickSaveData = new TickSaveData();                                     //Day Save Data
            List <CollectionSaveData> collectionSaveData = new List <CollectionSaveData>();
            int bankData = 0;
            MainMissionSaveData        mainMissionSaveData = new MainMissionSaveData();
            SideMissionManagerSaveData sideMissionSaveData = new SideMissionManagerSaveData();

            int phase = 0;

            for (int i = 0; i < dataAsJson.Length; i++)
            {
                string line = dataAsJson[i];

                if (line != "BREAK")
                {
                    switch (phase)
                    {
                    case 0:    //invent
                        SlotSaveData tempI = JsonUtility.FromJson <SlotSaveData>(line);
                        inventorySaveData.Add(tempI);
                        break;

                    case 1:    //storage
                        SlotSaveData tempS = JsonUtility.FromJson <SlotSaveData>(line);
                        storageSaveData.Add(tempS);
                        break;

                    case 2:    //items
                        FluctuationSaveData tempIt = JsonUtility.FromJson <FluctuationSaveData>(line);
                        itemDatabaseSaveData.Add(tempIt);
                        break;

                    case 3:    //tick
                        tickSaveData = JsonUtility.FromJson <TickSaveData>(line);
                        break;

                    case 4:    //tick
                        bankData = int.Parse(line);
                        break;

                    case 5:    //Main Missions
                        mainMissionSaveData = JsonUtility.FromJson <MainMissionSaveData>(line);
                        break;

                    case 6:    //Side Missions
                        sideMissionSaveData = JsonUtility.FromJson <SideMissionManagerSaveData>(line);
                        break;

                    default:    //Plots e.g. anything thats not the first 4 fixed things
                        CollectionSaveData tempC = JsonUtility.FromJson <CollectionSaveData>(line);
                        collectionSaveData.Add(tempC);
                        break;
                    }
                }
                else
                {
                    phase = phase + 1;
                }
            }//End for

            //Stage 2, load
            inventory.LoadInfo(inventorySaveData);

            storage.LoadInfo(storageSaveData);

            itemDatabase.LoadInfo(itemDatabaseSaveData);

            tickAll.LoadInfo(tickSaveData);

            bank.LoadGame(bankData);

            mainMissions.LoadGame(mainMissionSaveData);

            sideMissions.LoadGame(sideMissionSaveData);

            for (int i = 0; i < plotCollections.Length; i++)
            {
                plotCollections[i].LoadInfo(collectionSaveData[i]);
            }
        }
    }