Esempio n. 1
0
    private void Awake()
    {
        if (Instance != this)
        {
            Destroy(this);
        }
        else
        {
            DontDestroyOnLoad(gameObject);

            prefs = new PlayerPrefsHandler();
            prefs.RestorePreferences();
            currentlyLoadedProfileNumber = -1;
            SceneManager.sceneLoaded    += OnSceneLoaded;
        }
    }
        void Awake()
        {
            if (Instance != this || FindObjectOfType <EX1.DataService>())
            {
                Destroy(this);
            }
            else
            {
                DontDestroyOnLoad(gameObject);

                prefs = new PlayerPrefsHandler();
                prefs.RestorePreferences();

                SceneManager.sceneLoaded += OnLevelWasLoaded;
            }
        }
        private void Awake()
        {
            if (Instance != this)
            {
                Destroy(this);
            }
            else
            {
                DontDestroyOnLoad(gameObject);

                prefs = new PlayerPrefsHandler();
                prefs.RestorePreferences();

#if UNITY_5_4_OR_NEWER
                SceneManager.sceneLoaded += OnLevelWasLoaded;
#endif
            }
        }
Esempio n. 4
0
    // When the scene first runs ensure that there is only one
    // instance of this class. This allows us to add it to any scene and
    // not conflict with any pre-existing instance from a previous scene.
    private void Awake()
    {
        if (Instance != this)
        {
            Destroy(this);
        }
        else
        {
            DontDestroyOnLoad(this.gameObject);

            prefs = new PlayerPrefsHandler();
            prefs.RestorePreferences(2);
            // In Unity 5.4 OnLevelWasLoaded has been deprecated and the action
            // now occurs through this callback.

            SceneManager.sceneLoaded += OnSceneLoaded;
        }
    }
Esempio n. 5
0
        // When the scene first runs ensure that there is only one
        // instance of this class. This allows us to add it to any scene and
        // not conflict with any pre-existing instance from a previous scene.
        private void Awake()
        {
            if (Instance != this)
            {
                Destroy(this);
            }
            else
            {
                DontDestroyOnLoad(gameObject);

                prefs = new PlayerPrefsHandler();
                prefs.RestorePreferences();
                // In Unity 5.4 OnLevelWasLoaded has been deprecated and the action
                // now occurs through this callback.
                //#if UNITY_5_4_OR_NEWER
                SceneManager.sceneLoaded += OnLevelFinishedLoading;
                //#endif
            }
        }
        void OnLevelWasLoaded()
        {
            prefs.RestorePreferences();

            if (SaveData == null)
            {
                LoadSaveData();
            }

            // Set the player's progress if this is not the main menu scene.
            // Scene 2 and 3 are menus
            Scene activeScene = SceneManager.GetActiveScene();

            if (activeScene.buildIndex > 3)
            {
                SaveData.lastLevel = activeScene.path.Replace("Assets/", "").Replace(".unity", "");
            }

            WriteSaveData();
        }
Esempio n. 7
0
        void Awake()
        {
            if (Instance != this || FindObjectOfType <EX2.DataService>())
            {
                Destroy(this);
            }
            else
            {
                DontDestroyOnLoad(gameObject);

                prefs = new PlayerPrefsHandler();
                prefs.RestorePreferences();

                // Ensure that the player preferences are applied to the new scene
                // Using Lambdas:
                // SceneManager.sceneLoaded += (scene, mode) => prefs.RestorePreferences();
                // Using functions:
                SceneManager.sceneLoaded += OnLevelWasLoaded;
            }
        }
        void OnLevelWasLoaded()
        {
            prefs.RestorePreferences();

            // If we haven't loaded any SaveData yet then load it.
            // This also sets the currentProfile number.
            if (SaveData == null)
            {
                LoadSaveData();
            }

            // Set the player's progress if this is not the main menu scene.
            // In my project this is scene 0 and scene 1
            Scene activeScene = SceneManager.GetActiveScene();

            if (activeScene.buildIndex > 1)
            {
                SaveData.lastLevel = activeScene.path.Replace("Assets/", "").Replace(".unity", "");
            }

            // Write the save data to file, saving the player's stats and progress.
            WriteSaveData();
        }