Esempio n. 1
0
    private void SaveCoinFromArr(List <GameObject> coin_lst, string prefix)
    {
        List <Quaternion> coin_rotation = new List <Quaternion>();
        List <Vector3>    coin_position = new List <Vector3>();
        List <string>     coin_names    = new List <string>();

        for (int i = 0; i < coin_lst.Count; i++)
        {
            if (coin_lst[i] != null)
            {
                if (coin_lst[i].activeInHierarchy == true)
                {/////////////////////////// change from != false
                    if (coin_lst[i].activeInHierarchy)
                    {
                        coin_rotation.Add(coin_lst[i].transform.rotation);
                        coin_position.Add(coin_lst[i].transform.position);
                        coin_names.Add(coin_lst[i].name);
                    }
                }
            }
        }
        PlayerPrefsX.SetQuaternionArray(prefix + "Quaternion", coin_rotation.ToArray());
        PlayerPrefsX.SetVector3Array(prefix + "Position", coin_position.ToArray());
        PlayerPrefsX.SetStringArray(prefix + "Name", coin_names.ToArray());

        if (coin_names.Count > 0)
        {
            PlayerPrefs.SetInt(prefix + "Count", coin_names.Count);
        }
        else
        {
            PlayerPrefs.SetInt(prefix + "Count", 0);
        }
    }
Esempio n. 2
0
    public void SaveGifts()
    {
        GameObject[] gifts_array = GameObject.FindGameObjectsWithTag("Gift");
        if (gifts_array.Length > 0)
        {
            Quaternion[] gift_rotation = new Quaternion[gifts_array.Length];
            Vector3[]    gift_position = new Vector3[gifts_array.Length];
            string[]     gift_names    = new string[gifts_array.Length];

            for (int i = 0; i < gifts_array.Length; i++)
            {
                gift_rotation[i] = gifts_array[i].transform.rotation;
                gift_position[i] = gifts_array[i].transform.position;
                gift_names[i]    = gifts_array[i].name;
            }

            PlayerPrefsX.SetQuaternionArray("GiftQuaternion", gift_rotation);
            PlayerPrefsX.SetVector3Array("GiftPosition", gift_position);
            PlayerPrefsX.SetStringArray("GiftName", gift_names);
            PlayerPrefs.SetInt("GiftCount", gifts_array.Length);
        }
        else
        {
            PlayerPrefs.SetInt("GiftCount", 0);
        }
    }
Esempio n. 3
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    public void SaveGiftsRev2(List <GameObject> objects, string prefix)
    {
        List <Vector3>    positions = new List <Vector3>();
        List <Quaternion> rotations = new List <Quaternion>();
        List <string>     names     = new List <string>();

        for (int i = 0; i < objects.Count; i++)
        {
            if (objects[i].activeInHierarchy)
            {
                positions.Add(objects[i].transform.position);
                rotations.Add(objects[i].transform.rotation);
                names.Add(objects[i].name);
            }
        }
        if (names.Count > 0)
        {
            PlayerPrefsX.SetQuaternionArray(prefix + "Quaternion", rotations.ToArray());
            PlayerPrefsX.SetVector3Array(prefix + "Position", positions.ToArray());
            PlayerPrefsX.SetStringArray(prefix + "Name", names.ToArray());
            PlayerPrefs.SetInt(prefix + "Count", names.Count);
        }
        else
        {
            PlayerPrefs.SetInt(prefix + "Count", 0);
        }
    }
Esempio n. 4
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    /*
     * データをPlayerPrefsXに保存する
     */
    public void Save()
    {
        this.MapSelectedObjects(); //選択したオブジェクトをマッピングする
        List <Vector3> savingPosList = new List <Vector3>()
        {
        };
        List <Quaternion> savingRotList = new List <Quaternion>()
        {
        };
        List <Vector3> savingScaleList = new List <Vector3>()
        {
        };

        foreach (Transform transform in this.mapped.transform)
        {
            savingPosList.Add(transform.position);
            savingRotList.Add(transform.rotation);
            savingScaleList.Add(transform.localScale);
        }
        PlayerPrefsX.SetVector3Array("mappedPosList", savingPosList.ToArray());
        PlayerPrefsX.SetQuaternionArray("mappedRotList", savingRotList.ToArray());
        PlayerPrefsX.SetVector3Array("mappedScaleList", savingScaleList.ToArray());
    }