Esempio n. 1
0
 public void LoadBoss()
 {
     hp.hp         = 8;
     hp.power      = 5;
     pc.weapon     = 1;
     hp.durability = 10;
     pc.throwable  = 10;
     PlayerPersistence.SaveData(hp);
     PlayerPersistence.SaveData(pc);
     SceneManager.LoadScene("level1-boss");
 }
Esempio n. 2
0
 public void LoadBeginning()
 {
     hp.hp         = 3;
     hp.power      = 0;
     pc.weapon     = 0;
     hp.durability = 0;
     pc.throwable  = 0;
     PlayerPersistence.SaveData(hp);
     PlayerPersistence.SaveData(pc);
     SceneManager.LoadScene("level1-1");
 }
Esempio n. 3
0
    //Load from save state
    public void OnEnable()
    {
        Debug.Log("Attempting to Load Game...");
        // Load existing Game
        playerData = PlayerPersistence.LoadData();

        if (playerData.PlayerLevel < 1)
        {
            Debug.Log("No save found..starting a new save");
            // Create new Data
            playerData = new PlayerData(true);
            // Save new Game
            PlayerPersistence.SaveData(playerData);
            playerData = PlayerPersistence.LoadData();
        }
        Debug.Log("GameController finished enabling");
    }
Esempio n. 4
0
    void OnCollisionEnter2D(Collision2D col)
    {
        if (col.gameObject.tag == "Exit")
        {
            if (SceneManager.GetActiveScene().name != "level1-1" || SceneManager.GetActiveScene().name != "level1-2" || SceneManager.GetActiveScene().name != "start")
            {
                gameObject.transform.position = new Vector3(0, 0, 0);
            }

            /*if (col.gameObject.name == "level1-boss")
             * {
             *  DontDestroyOnLoad(gameObject);
             *  gameObject.transform.position = new Vector3(-1, -.185f, 0);
             * }*/
            PlayerPersistence.SaveData(this);
            PlayerPersistence.SaveData(pc);
            SceneManager.LoadScene(col.gameObject.name);
        }
        if (!pc.ledge)
        {
            if ((col.gameObject.tag == "Environment" || col.gameObject.tag == "Enemy") && !gotHit)
            {
                hp--;
                gotHit = true;
                animator.Play("player_hurt0");
                if (transform.position.x < col.transform.position.x)
                {
                    hitFromRight = true;
                    hitFromLeft  = false;
                }
                else if (transform.position.x > col.transform.position.x)
                {
                    hitFromLeft  = true;
                    hitFromRight = false;
                }
                pc.moveInputs      = false;
                pc.isGrounded      = false;
                pc.hitTime         = .5f;
                pc.hitAcceleration = 2f;
            }
        }
    }
Esempio n. 5
0
    public void SaveGame()
    {
        // Carry remaining gold into next level
        gameController.GetComponent <GameController>().goldCollected = totalGold;
        // Persist changed stats to playerData;
        gameController.GetComponent <GameController>().playerData.PlayerLevel  = totalLevel;
        gameController.GetComponent <GameController>().playerData.Vitality     = vitality;
        gameController.GetComponent <GameController>().playerData.Attunement   = attunement;
        gameController.GetComponent <GameController>().playerData.Agility      = agility;
        gameController.GetComponent <GameController>().playerData.Strength     = strength;
        gameController.GetComponent <GameController>().playerData.Dexterity    = dexterity;
        gameController.GetComponent <GameController>().playerData.Skill        = skill;
        gameController.GetComponent <GameController>().playerData.Intelligence = intelligence;
        gameController.GetComponent <GameController>().playerData.Luck         = luck;
        gameController.GetComponent <GameController>().playerData.Faith        = faith;
        gameController.GetComponent <GameController>().playerData.Vigor        = vigor;
        gameController.GetComponent <GameController>().playerData.Resistance   = resistance;
        gameController.GetComponent <GameController>().playerData.Endurance    = endurance;

        // Persist changed player data to storage;
        PlayerPersistence.SaveData(gameController.GetComponent <GameController>().playerData);
    }
    private void DropDownValueChanged()
    {
        int    mazeWidth       = Convert.ToInt32(sldWidth.value);
        int    mazeHeight      = Convert.ToInt32(sldHeight.value);
        int    numberofplayers = Convert.ToInt32(ddlNumOfPlayers.options[ddlNumOfPlayers.value].text);
        int    timelimit       = Convert.ToInt32(ddlTimeLimit.options[ddlTimeLimit.value].text.Replace("s", ""));
        string color           = ddlColor.options[ddlColor.value].text;

        // assigning new values to the PlayerSettings
        PlayerSettings settings = new PlayerSettings()
        {
            MazeWidth       = mazeWidth,
            MazeHeight      = mazeHeight,
            NumberOfPlayers = numberofplayers,
            TimeLimit       = timelimit,
            Color           = color
        };

        PlayerPersistence.SaveData(settings);

        // display changed value
        lblWidth.text  = settings.MazeWidth.ToString();
        lblHeight.text = settings.MazeHeight.ToString();
    }
Esempio n. 7
0
 //Oyunu bitirdigimizde Datalari cektigimiz yere atiyoruz.
 private void OnDisable()
 {
     PlayerPersistence.SaveData(this);
 }
Esempio n. 8
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 public void SaveSettings()
 {
     /*string jsonData = JsonUtility.ToJson(playerData,true);
      * File.WriteAllText(Application.persistentDataPath + "/gamesettings.json", jsonData);*/
     PlayerPersistence.SaveData(this);
 }