public void SaveCheckpointLocation() { //if (transform.parent.tag == "MovingPlatform") if (transform.parent) { string name = transform.parent.name; PlayerPrefs.SetString("mpName", name); //var platformPos = transform.parent.gameObject.GetComponent<PlatformMover>().GetPlatformPosition(); //PlayerPrefsX.SetVector3("mpPosition", platformPos); var platformsArray = Resources.FindObjectsOfTypeAll <PlatformMover>(); var platformsPosArray = new Vector3[platformsArray.Length]; for (int i = 0; i < platformsArray.Length; i++) { var pm = platformsArray[i]; var pos = pm.GetPlatformPosition(); platformsPosArray[i] = pos; } PlayerPrefsX.SetVector3Array("platformsPosArray", platformsPosArray); } else { PlayerPrefs.DeleteKey("mpName"); PlayerPrefs.DeleteKey("platformsPosArray"); SavePositionToPrefs(); } }
//Save the players race if the time is faster than before. IEnumerator SavePosition() { endTime = (endTime - currentTime); if (endTime < bestTime && !TimeSet) { TimeSet = true; PlayerPrefs.SetFloat("Ghost-Time-" + trackId, endTime); Debug.Log("Convert to array"); Vector3[] SavePositions = Positions.ToArray(); Vector3[] SaveRotations = Rotations.ToArray(); Debug.Log("Save to array"); PlayerPrefsX.SetVector3Array("Positions-" + trackId, SavePositions); PlayerPrefsX.SetVector3Array("Rotations-" + trackId, SaveRotations); Debug.Log("Save car ID"); PlayerPrefs.SetInt("ghost-carID-" + trackId, PlayerPrefs.GetInt("CURRENTCARID")); PlayerPrefs.SetInt("ghost-charID-" + trackId, PlayerPrefs.GetInt("CURRENTCHARID")); } GameObject.Find("Player Cam Pivot").GetComponent <CameraFollow>().enabled = false; yield return(new WaitForSeconds(2f)); GameObject.Find("FinishManager").GetComponent <FinishManager>().Endgame(); }
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); } }
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); } }
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); } }
/// <summary> /// Remove postion data index in ArrayPrefs. /// </summary> /// <param name="playerPrefsKey"></param> /// <param name="vec"></param> /// <param name="index"></param> private void Del(string playerPrefsKey, Vector3[] vec, int index) { List <Vector3> list = new List <Vector3> ( ); list.AddRange(vec); list.RemoveAt(index); PlayerPrefsX.SetVector3Array(playerPrefsKey, list.ToArray( )); }
void Save() { List <Vector3> savingPosList = new List <Vector3>() { }; foreach (Transform transform in this.mappedPoints.transform) { savingPosList.Add(transform.position); } PlayerPrefsX.SetVector3Array("mappedPosList", savingPosList.ToArray()); Debug.Log("Saved mappedPosList"); }
public static void SaveUnitokens(List <Unitoken> unitokens) { transientPositions = new Vector3[unitokens.Count - 1]; unitokenLabels = new string[unitokens.Count - 1]; for (int i = 0; i < unitokens.Count - 1; i++) { Unitoken token = unitokens[i]; transientPositions[i] = token.TransientPosition; unitokenLabels[i] = token.MyLabel.text; } PlayerPrefsX.SetVector3Array(keys[0], transientPositions); PlayerPrefsX.SetStringArray(keys[1], unitokenLabels); }
public void Save() { Vector3[] monsterLocations = new Vector3[transform.childCount]; int[] monsterTypes = new int[transform.childCount]; for (int i = 0; i < transform.childCount; i++) { MonsterMover mover = transform.GetChild(i).GetComponent <MonsterMover>(); monsterLocations[i] = mover.transform.position; monsterTypes[i] = mover.monsterType; } PlayerPrefsX.SetVector3Array("monsterLocations", monsterLocations); PlayerPrefsX.SetIntArray("monsterTypes", monsterTypes); }
public static void SaveTheGame(int saveSlot) //should be 1-4 { loadedSlot = saveSlot; //KEEP PLANTS IN THE SAME ORDER FOR INSTANTIATION IN PLAYERGRIDOBJECT? PlayerPrefsX.SetVector3("respawn" + saveSlot, new Vector3(player.transform.position.x, player.transform.position.y, player.transform.position.z)); PlayerPrefs.SetString("activeScene" + saveSlot, SceneManager.GetActiveScene().name); PlayerPrefs.SetInt("playerHealth" + saveSlot, player.health); PlayerPrefsX.SetBool("lavaBossBeaten" + saveSlot, lavaBossBeaten); PlayerPrefsX.SetBool("windBossBeaten" + saveSlot, windBossBeaten); PlayerPrefsX.SetBool("caveBossBeaten" + saveSlot, caveBossBeaten); //Debug.Log("SAVING HEALTH AS " + player.health); PlayerPrefsX.SetIntArray("playerInventory" + saveSlot, inventory); Vector3[] tempPlantPositions = new Vector3[plants.Count]; int[] tempPlantTypes = new int[plants.Count]; //need plant type String[] tempPlantScenes = new String[plants.Count]; int[] tempPlantDirections = new int[plants.Count]; //need plant object or direction int i = 0; foreach (KeyValuePair <PlantData, int> plantInfo in plants) { tempPlantPositions[i] = plantInfo.Key.PlantLocation; tempPlantScenes[i] = plantInfo.Key.PlantScene; tempPlantTypes[i] = plantInfo.Value; tempPlantDirections[i] = (int)plantInfo.Key.PlantDirection; i++; } PlayerPrefsX.SetVector3Array("PlantPositions" + saveSlot, tempPlantPositions); PlayerPrefsX.SetIntArray("PlantTypes" + saveSlot, tempPlantTypes); PlayerPrefsX.SetStringArray("PlantScenes" + saveSlot, tempPlantScenes); PlayerPrefsX.SetIntArray("PlantDirections" + saveSlot, tempPlantDirections); foreach (DialogueNPCTrigger n in npcs) { n.saveRead(); } }
/* * 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()); }
void OnApplicationQuit() { //When we quit the application we want to save our position and rotation PlayerPrefsX.SetVector3Array(this.gameObject.name + "PaintPos", newPos); }
/// <summary> /// Set list position to ArrayPrefs. /// </summary> /// <param name="list"></param> public void SetVec3Arr(List <Vector3> list) { PlayerPrefsX.SetVector3Array(PlayerPrefsKeys.POSITION.ToString( ), list.ToArray( )); }
private void OnApplicationQuit() { //save date PlayerPrefsX.SetVector3("position", transform.position); Vector3[] anArray = target.ToArray(); PlayerPrefsX.SetVector3Array("VectorsArray", anArray); }
public void SaveBalls(string saveName) { PlayerPrefsX.SetVector3Array(saveName + "balls", ballPos.ToArray()); }
public static void save() { // save all lumberjacks, lumbermills, and trees // start with the lumberjacks List <string> jackNames = new List <string>(); List <string> jackPass = new List <string>(); List <int> jackLumber = new List <int>(); List <int> jackMoney = new List <int>(); List <int> jackWalkLevel = new List <int>(); List <int> jackBackpackLevel = new List <int>(); List <int> jackAxeSpeedLevel = new List <int>(); List <int> jackAxePowerLevel = new List <int>(); List <Vector3> jackPos = new List <Vector3>(); List <Vector3> jackRotate = new List <Vector3>(); foreach (GameObject jack in GameObject.FindGameObjectsWithTag("LumberJack")) { jackNames.Add(jack.GetComponent <Character> ().charName); jackPass.Add(jack.GetComponent <Character> ().password); jackLumber.Add(jack.GetComponent <Character> ().lumberCount); jackMoney.Add(jack.GetComponent <Character> ().money); jackWalkLevel.Add(jack.GetComponent <Character> ().lumberCount); jackBackpackLevel.Add(jack.GetComponent <Character> ().backpackLv); jackAxeSpeedLevel.Add(jack.GetComponent <Character> ().axeSpeedLv); jackAxePowerLevel.Add(jack.GetComponent <Character> ().axePowerLv); jackPos.Add(jack.transform.position); jackRotate.Add(Quaternion.ToEulerAngles(jack.transform.rotation)); } PlayerPrefsX.SetStringArray("JackNames", jackNames.ToArray()); PlayerPrefsX.SetStringArray("JackPass", jackPass.ToArray()); PlayerPrefsX.SetIntArray("JackLumber", jackLumber.ToArray()); PlayerPrefsX.SetIntArray("JackMoney", jackMoney.ToArray()); PlayerPrefsX.SetIntArray("JackWalkLevel", jackWalkLevel.ToArray()); PlayerPrefsX.SetIntArray("JackBackpackLevel", jackBackpackLevel.ToArray()); PlayerPrefsX.SetIntArray("JackAxeSpeedLevel", jackAxeSpeedLevel.ToArray()); PlayerPrefsX.SetIntArray("JackAxePowerLevel", jackAxePowerLevel.ToArray()); // next we do the lumberMills List <string> millNames = new List <string>(); List <Vector3> millPos = new List <Vector3>(); foreach (GameObject mill in GameObject.FindGameObjectsWithTag("LumberMill")) { millNames.Add(mill.GetComponent <LumberMillBehaviour> ().millName); millPos.Add(mill.transform.position); } PlayerPrefsX.SetStringArray("MillNames", millNames.ToArray()); PlayerPrefsX.SetVector3Array("MillPos", millPos.ToArray()); // save the trees! List <Vector3> treePos = new List <Vector3>(); List <int> treeType = new List <int>(); foreach (GameObject tree in GameObject.FindGameObjectsWithTag("Tree")) { treePos.Add(tree.transform.position); treeType.Add(tree.GetComponent <TreeBehaviour> ().type); } PlayerPrefsX.SetVector3Array("TreePos", treePos.ToArray()); PlayerPrefsX.SetIntArray("TreeType", treeType.ToArray()); }