void LoadPlayer(PlayerSaveModel playerSaveData) { GameObject player = GameObject.FindGameObjectWithTag("Player"); player.transform.position = playerSaveData.position; player.GetComponent <PlayerHealth>().Load(playerSaveData); }
public Player(PlayerSaveModel psm) { Character = new Character( psm.CharacterName, psm.Archetype, psm.Aggression, psm.Courage, psm.Practicality, psm.Empathy, psm.Caution, psm.Spirituality, psm.MaxHealth, psm.CurrentHealth, psm.MaxEnergy, psm.CurrentEnergy, psm.MaxTerror, psm.CurrentTerror, psm.Food, psm.Reputation, psm.Wealth, psm.Experience, psm.Magic ); PlayerNumber = psm.PlayerNumber; Name = psm.Name; CurrentLocation = psm.CurrentLocation; }
public void Load(PlayerSaveModel save) { currentHealth = save.health; ScoreManager.score = save.score; healthSlider.value = currentHealth; }
public static PlayerSaveModel LoadPlayer() { //Debug.Log(Application.persistentDataPath); string data = File.ReadAllText(Application.persistentDataPath + "/player_config.save"); PlayerSaveModel gameSaving = JsonUtility.FromJson <PlayerSaveModel>(data); return(gameSaving); }
PlayerSaveModel SavePlayerState() { PlayerSaveModel playerSaveState = new PlayerSaveModel(); GameObject player = GameObject.FindGameObjectWithTag("Player"); playerSaveState.position = player.transform.position; playerSaveState.score = ScoreManager.score; playerSaveState.health = player.GetComponent <PlayerHealth>().CurrentHealth; return(playerSaveState); }
private void LoadPlayerData() { string savePath = $"{Application.persistentDataPath}/Player.json"; if (File.Exists(savePath)) { playerSaveData = JObject.Parse(File.ReadAllText(savePath)).ToObject <PlayerSaveModel>(); } else { playerSaveData = PlayerSaveModel.MakeNewPlayerData(); SavePlayerData(); } }
public void SavePlayer() { PlayerSaveModel player_model = new PlayerSaveModel(); player_model.ReadData(gameObject); if (is_config) { player_model.position = stored_pos; player_model.roation = stored_rotation; } //************ //Used Modules //************ GameObject go = UnityFunctions.modules; ModuleSystemInfo[] modules = go.GetComponentsInChildren <ModuleSystemInfo>(); foreach (ModuleSystemInfo e in modules) { ModuleSaveModel m = new ModuleSaveModel(); m.ReadData(e.gameObject); player_model.modules.Add(m); } //************** //Stored Modules //************** //go = GameObject.Find("Stored_Modules"); modules = UnityFunctions.stored_modules.GetComponentsInChildren <ModuleSystemInfo>(); foreach (ModuleSystemInfo e in modules) { ModuleSaveModel m = new ModuleSaveModel(); m.ReadData(e.gameObject); player_model.stored_modules.Add(m); } string json = JsonUtility.ToJson(player_model); File.WriteAllText(Application.persistentDataPath + "/player_config.save", json); }
public void GameRead() { if (File.Exists(filePath)) { //创建一个StreamReader,用来读取流 StreamReader sr = new StreamReader(filePath); //将读取到的流赋值给playerModelJson string playerModelJson = sr.ReadToEnd(); //关闭 sr.Close(); //将字符串playerModelJson转换为PlayerModel对象 playerSaveModel = JsonMapper.ToObject <PlayerSaveModel>(playerModelJson); JsonToObject(); } else { Debug.Log("nothing"); playerSaveModel.playerHP = 200; } }
public void LoadPlayer() { UnityFunctions.PopulateItemResorces(); PlayerSaveModel player_model = PlayerSaveModel.LoadPlayer(); ShipManagment ship_mamanmger = gameObject.GetComponent <ShipManagment>(); ship_mamanmger.fuel = player_model.fuel; ship_mamanmger.battery = player_model.battery; if (is_config == false) { transform.position = player_model.position; transform.rotation = player_model.roation; } else { stored_pos = player_model.position; stored_rotation = player_model.roation; } //************* //Load invetory //************* InventoryManager inv = gameObject.GetComponent <InventoryManager>(); inv.inventory.Clear(); if (inv != null && player_model.inventory != null) { foreach (Enums.enum_item e in player_model.inventory) { //if (UnityFunctions.GetItemTypeResorceType(e) == Enums.enum_resorce_type.blueprint) { //inv.blueprints.Add(new InventoryManager.Item(e)); //} else { inv.inventory.Add(new InventoryManager.Item(e)); // } } } //**************** //Load blue prints //**************** //inv.blueprints.Clear(); if (inv != null && player_model.blueprints != null) { foreach (Enums.enum_item e in player_model.blueprints) { inv.blueprints.Add(new InventoryManager.Item(e)); } } //***************** //Load the upgrades //***************** ship_mamanmger.stored_upgrades.Clear(); foreach (string e in player_model.stored_upgrades) { Upgrade_Settings refab = Resources.Load(e) as Upgrade_Settings; ship_mamanmger.stored_upgrades.Add(refab); } //******************************************** //Loop through the modules in our player model //******************************************** foreach (ModuleSaveModel module in player_model.modules) { //**************** //Create our modue //**************** GameObject new_module = Create_Module(module); if (new_module != null) { //************ //Add upgrades //************ ship_mamanmger.Equip(new_module); } } //******************************************** //Loop through the modules in our player model //******************************************** foreach (ModuleSaveModel module in player_model.stored_modules) { //**************** //Create our modue //**************** GameObject new_module = null; try { new_module = Create_Module(module); } catch (Exception ex) { Debug.Log(ex); } if (new_module != null) { ship_mamanmger.Store_Module(new_module); } } }