Esempio n. 1
0
        protected override void Interact()
        {
            Vector2      start = transform.position;
            Vector2      end   = start + new Vector2(_animator.GetFloat("MoveX"), _animator.GetFloat("MoveY"));
            RaycastHit2D hit;

            CheckHit(start, end, out hit);

            if (hit.transform == null)
            {
                return;
            }

            if (hit.transform.tag == "SaveNPC")
            {
                MySaveData saveData = new MySaveData
                {
                    Inventory   = GetComponent <Inventory>().InventoryItems,
                    DisplayName = MyPlayerManager.PlayerName,
                    MaxHealth   = MyPlayerManager.MaxHealth
                };

                GetComponent <SaveMenu>().SaveGame(saveData, Application.persistentDataPath + "/save.sav");
            }
        }
Esempio n. 2
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        /// <summary>
        /// Restores deserialized state back to action.
        /// </summary>
        /// <param name="dataIn">Data packet with action state to load.</param>
        public override void RestoreSaveData(object dataIn)
        {
            MySaveData data = (MySaveData)dataIn;

            thingName       = data.thingName;
            thingsRemaining = data.thingsRemaining;
            interval        = data.interval;
            dropPercent     = data.dropPercent;
        }
Esempio n. 3
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        /// <summary>
        /// Gets save data for action serialization.
        /// </summary>
        /// <returns>Data packet with action state to save.</returns>
        public override object GetSaveData()
        {
            MySaveData data = new MySaveData();

            data.thingName       = thingName;
            data.thingsRemaining = thingsRemaining;
            data.interval        = interval;
            data.dropPercent     = dropPercent;

            return(data);
        }
Esempio n. 4
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        /// <summary>
        /// Gets save data for action serialization.
        /// </summary>
        /// <returns>Data packet with action state to save.</returns>
        public override object GetSaveData()
        {
            var saveData = new MySaveData();

            saveData.soundName      = this.soundName;
            saveData.soundIndex     = this.soundIndex;
            saveData.interval       = this.interval;
            saveData.lastTimePlayed = this.lastTimePlayed;

            return(saveData);
        }
Esempio n. 5
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        public override void LoadGame()
        {
            string     path = Application.persistentDataPath + "/save.sav";
            MySaveData save = gameObject.GetComponent <SaveLoad>().Load <MySaveData>(path);

            if (save != null)
            {
                GameManager.SaveLoaded = true;
                MyGameManager.Save     = save;
            }

            base.LoadGame();
        }
Esempio n. 6
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        /// <summary>
        /// Restores deserialized state back to action.
        /// </summary>
        /// <param name="dataIn">Data packet with action state to load.</param>
        public override void RestoreSaveData(object dataIn)
        {
            if (dataIn == null)
            {
                return;
            }

            MySaveData saveData = (MySaveData)dataIn;

            this.soundName      = saveData.soundName;
            this.soundIndex     = saveData.soundIndex;
            this.interval       = saveData.interval;
            this.lastTimePlayed = saveData.lastTimePlayed;
        }
Esempio n. 7
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        public static void ReadGameDataBinary()
        {
            string filepath = Application.persistentDataPath + "/savedata.sav";

            if (!File.Exists(filepath))
            {
                return;
            }
            BinaryFormatter bf     = new BinaryFormatter();
            FileStream      stream = File.Open(filepath, FileMode.Open);

            MyData = bf.Deserialize(stream) as MySaveData;
            stream.Close();
            GetData();
        }
Esempio n. 8
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 public static void Load(MySaveData saveData)
 {
     InitPlayer(saveData.DisplayName, saveData.MaxHealth);
     Inventory   = saveData.Inventory;
     Initialized = true;
 }