/* * セーブデータを読み込む */ public void Load() { bool is_shown_map = (SceneManager.GetActiveScene().name == "SimpleMapping"); if (PlayerPrefs.HasKey("mappedPosList")) { if (this.mapped.transform.childCount > 0) { foreach (Transform child in this.mapped.transform) { GameObject.Destroy(child.gameObject); } } Vector3[] posList = PlayerPrefsX.GetVector3Array("mappedPosList"); Quaternion[] rotList = PlayerPrefsX.GetQuaternionArray("mappedRotList"); Vector3[] scaleList = PlayerPrefsX.GetVector3Array("mappedScaleList"); for (int i = 0; i < posList.Length; i++) { GameObject obj = Object.Instantiate(this.originBox) as GameObject; obj.transform.position = posList[i]; obj.transform.rotation = rotList[i]; obj.transform.localScale = scaleList[i]; obj.transform.parent = this.mapped.transform; obj.GetComponent <Renderer>().enabled = is_shown_map; } } else { //セーブデータがない場合,何もしない } }
public void Load() { StopAllCoroutines(); Vector3[] monsterLocations = PlayerPrefsX.GetVector3Array("monsterLocations"); int[] monsterTypes = PlayerPrefsX.GetIntArray("monsterTypes"); if (monsterLocations != null && monsterTypes != null) { foreach (Transform child in transform) { GameObject.Destroy(child.gameObject); } for (int i = 0; i < monsterLocations.Length; i++) { int monsterType = monsterTypes[i]; Vector3 targetLocation = monsterLocations[i]; GameObject monsterPrefab = monsterPrefabs[monsterType]; MonsterMover mover = monsterPrefab.GetComponent <MonsterMover>(); InstantiateMonster(monsterPrefab, mover, targetLocation, monsterType); } } StartCoroutine(Respawn()); }
private void StartFromCheckpoint() { if (PlayerPrefs.GetString("mpName", "NA") == "NA") { transform.position = LoadPositionFromPrefs(); } else { string name = PlayerPrefs.GetString("mpName"); Vector3[] platformsPos = PlayerPrefsX.GetVector3Array("platformsPosArray"); GameObject correctPM = null; var pms = FindObjectsOfType <PlatformMover>(); for (int i = 0; i < pms.Length; i++) { var pm = pms[i]; pm.LoadWithPos(platformsPos[i]); if (pm.name == name) { correctPM = pm.gameObject; } } //gameObject.transform.SetParent(correctPM.transform); var pos = new Vector2(correctPM.transform.position.x, correctPM.transform.position.y + placementOffset); transform.position = pos; } }
public static int LoadTheGame(int loadSlot) //should be 1-4 { //check if load exists, if not doesn't load the game if (PlayerPrefsX.GetVector3("respawn" + loadSlot) == null) { return(-1); //failure } plants.Clear(); loadedSlot = loadSlot; //LOADS THE GAME SceneManager.LoadScene(PlayerPrefs.GetString("activeScene" + loadSlot)); //change update player next respawn spawnLocation = PlayerPrefsX.GetVector3("respawn" + loadSlot); Globals.player.health = PlayerPrefs.GetInt("playerHealth" + loadSlot); inventory = PlayerPrefsX.GetIntArray("playerInventory" + loadSlot); print(inventory); PlayerPrefsX.GetBool("lavaBossBeaten" + loadSlot, lavaBossBeaten); PlayerPrefsX.GetBool("windBossBeaten" + loadSlot, windBossBeaten); PlayerPrefsX.GetBool("caveBossBeaten" + loadSlot, caveBossBeaten); Vector3[] tempPlantPositions = PlayerPrefsX.GetVector3Array("PlantPositions" + loadSlot); int[] tempPlantTypes = PlayerPrefsX.GetIntArray("PlantTypes" + loadSlot); String[] tempPlantScenes = PlayerPrefsX.GetStringArray("PlantScenes" + loadSlot); int[] tempPlantDirections = PlayerPrefsX.GetIntArray("PlantDirections" + loadSlot); for (int i = 0; i < tempPlantDirections.Length; i++) { plants.Add(new PlantData(tempPlantPositions[i], tempPlantScenes[i], (Direction)tempPlantDirections[i]), tempPlantTypes[i]); } return(1); //success }
/// <summary> /// Get list position from ArrayPrefs. /// </summary> /// <returns></returns> public List <Vector3> GetVec3List( ) { Vector3[] arr = PlayerPrefsX.GetVector3Array(PlayerPrefsKeys.POSITION.ToString( )); List <Vector3> list = new List <Vector3>(); list.AddRange(arr); return(list); }
private void Start() { var anArray = PlayerPrefsX.GetVector3Array("VectorsArray"); target.AddRange(anArray); foreach (var vector in target) { points.Add(Instantiate(point, vector, Quaternion.identity)); } gameObject.transform.position = PlayerPrefsX.GetVector3("position", transform.position); }
IEnumerator delayStart() { //wait until evertyhing loads yield return(new WaitForSeconds(1f)); //When we load the application we want to load our position and rotation if (PlayerPrefsX.GetVector3Array(this.gameObject.name + "PaintPos") != null) { // print("data found"); this.GetComponent <LineRenderer>().SetPositions(PlayerPrefsX.GetVector3Array(this.gameObject.name + "PaintPos")); } }
public void LoadBalls(string saveName) { ClearBalls(); ballPosTemp.AddRange(PlayerPrefsX.GetVector3Array(saveName + "balls")); for (int i = 0; i < ballPosTemp.Count; i++) { CreateBall(ballPosTemp [i]); } ballPosTemp.Clear(); }
/* * セーブデータを読み込む */ public static void Load(GameObject parent) { if (PlayerPrefs.HasKey("mappedPosList")) { Vector3[] posList = PlayerPrefsX.GetVector3Array("mappedPosList"); for (int i = 0; i < posList.Length; i++) { FingerMapper.MarkPoint(parent, posList[i]); } Debug.Log("Loaded mappedPosList"); } }
private void ActivateCoinFromArr(List <GameObject> coin_lst, string prefix, float mass) { if (PlayerPrefs.HasKey(prefix + "Count")) { int coinCount = PlayerPrefs.GetInt(prefix + "Count"); if (coinCount > 0) { Vector3[] positions = PlayerPrefsX.GetVector3Array(prefix + "Position"); Quaternion[] rotations = PlayerPrefsX.GetQuaternionArray(prefix + "Quaternion"); string[] names = PlayerPrefsX.GetStringArray(prefix + "Name"); for (int i = 0; i < coin_lst.Count; ++i) { if (i < coinCount) { if (!coin_lst[i].activeInHierarchy) { coin_lst[i].SetActive(true); } coin_lst[i].GetComponent <Rigidbody>().freezeRotation = false; coin_lst[i].GetComponent <Rigidbody>().mass = mass; coin_lst[i].transform.rotation = rotations[i]; coin_lst[i].transform.position = positions[i]; coin_lst[i].name = names[i]; coin_lst[i].transform.parent = coin_parent; coin_lst[i].GetComponent <CoinScript>().isLanded = false; coin_lst[i].GetComponent <CoinScript>().giantShake = true; coin_lst[i].GetComponent <CoinScript>().enabled = false; } else { if (coin_lst[i].activeInHierarchy) { coin_lst[i].GetComponent <CoinScript>().enabled = false; coin_lst[i].SetActive(false); coin_lst[i].GetComponent <Rigidbody>().freezeRotation = true; //////////////////////// Freeze Rotation } } } } } }
public void LoadGifts() { if (PlayerPrefs.HasKey("GiftCount")) { int giftCount = PlayerPrefs.GetInt("GiftCount"); if (giftCount > 0) { // Quaternion[] gift_rotation = PlayerPrefsX.GetQuaternionArray("GiftQuaternion"); Vector3[] gift_position = PlayerPrefsX.GetVector3Array("GiftPosition"); string[] gift_name = PlayerPrefsX.GetStringArray("GiftName"); for (int i = 0; i < giftCount; i++) { GameObject newGift = GetGift(gift_name[i]); Debug.Log(" sdasd asdsadsdss " + gift_name[i]); newGift.SetActive(true); giftsOnPlatform.Add(newGift); } } } }
public static unitoken[] LoadUnitokens() { transientPositions = PlayerPrefsX.GetVector3Array(keys[0]); unitokenLabels = PlayerPrefsX.GetStringArray(keys[1]); //if(rngLoad) //Random.InitState(42); unitoken[] loadedTokens = new unitoken[transientPositions.Length]; for (int i = 0; i < loadedTokens.Length; i++) { unitoken newToken = new unitoken(); newToken.Label = unitokenLabels[i]; newToken.TransientPosition = transientPositions[i] + new Vector3(0, 0, Random.Range(-1.0f, 1.0f)); //newToken.Initialize(unitokenLabels[i],transientPositions[i]); loadedTokens[i] = newToken; } return(loadedTokens); }
public void LoadGiftsRev2(List <GameObject> objects, string prefix) { if (PlayerPrefs.HasKey(prefix + "Count")) { int count = PlayerPrefs.GetInt(prefix + "Count"); if (count > 0) { Quaternion[] rotations = PlayerPrefsX.GetQuaternionArray(prefix + "Quaternion"); Vector3[] positions = PlayerPrefsX.GetVector3Array(prefix + "Position"); string[] names = PlayerPrefsX.GetStringArray(prefix + "Name"); for (int i = 0; i < count; i++) { GameObject gobject = GetInActiveObject(objects); gobject.transform.rotation = rotations[i]; gobject.transform.position = positions[i]; gobject.name = names[i]; gobject.SetActive(true); Debug.Log(gobject.name); } } } }
/// <summary> /// Get data in ArrayPrefs for delete. /// </summary> /// <param name="playerPrefsKey"></param> /// <param name="type"></param> /// <param name="color"></param> /// <param name="index"></param> private void Del_Filter(string playerPrefsKey, KeyType type, ColorType color, int index) { if (type == KeyType.INT && color == ColorType.NULL) { int[] arr = PlayerPrefsX.GetIntArray(playerPrefsKey); Del(playerPrefsKey, arr, index); } else if (type == KeyType.STRING && color == ColorType.NULL) { string[] arr = PlayerPrefsX.GetStringArray(playerPrefsKey); Del(playerPrefsKey, arr, index); } else if (type == KeyType.VECTOR3 && color == ColorType.NULL) { Vector3[] arr = PlayerPrefsX.GetVector3Array(playerPrefsKey); Del(playerPrefsKey, arr, index); } else if (type == KeyType.COLOR && color != ColorType.NULL) { Color[] arr = PlayerPrefsX.GetColorArray(playerPrefsKey); Del(playerPrefsKey, arr, color, index); } }