Esempio n. 1
0
        public void Update(InputHandler input, StateHandler sh)
        {
            for (int i = 0; i < saveFileCount; i++)
            {
                this.playButtons[i].Update(input);
                this.deleteButtons[i].Update(input);

                if (deleteButtons[i].clicked)
                {
                    this.deleteButtons[i].clicked = false;
                    File.Delete(this.saveDir + saveNames[i] + ".ah");
                    this.Reload();
                }

                if (playButtons[i].clicked)
                {
                    this.playButtons[i].clicked = false;
                    sh.setCurState(State.GAME);
                    ((GameState)sh.curState).UpdateSaveData(PlayerSaver.LoadPlayerSaveFile(saveNames[i]));
                }
            }

            backButton.Update(input);

            if (backButton.clicked)
            {
                backButton.clicked = false;
                ((MenuState)sh.curState).curScreen = "main";
            }
        }
Esempio n. 2
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    //
    // Used when moving between scenes, saves all required Infomation
    //
    public void SaveGameData()
    {
        //This is when Minigames Are Loaded, Each Attribute will be saved.
        ClassSaver classSaver = new ClassSaver();

        string JsonPath = Application.persistentDataPath + "/Test.json";
        //Save Array of Waypoints into List.
        WayPointChecker PointCheck;

        foreach (GameObject point in WayPoint)
        {
            PointCheck = point.GetComponent <WayPointChecker>();

            WayPoint WayToList = new WayPoint();

            WayToList.Owned       = PointCheck.Owned;
            WayToList.OwnedBy     = PointCheck.OwnedBy;
            WayToList.Ownable     = PointCheck.Ownable;
            WayToList.ChestActive = PointCheck.ChestActive;
            WayToList.ChestSpace  = PointCheck.ChestActive;

            classSaver.wayPointSaveList.Add(WayToList);
        }

        //Save Players Current Postition and Points/Crowns.
        PlayerSaver playersave = new PlayerSaver();

        playersave.P1Pos    = PlayerList[0].PlayerObject.GetComponent <PlayerMovement>().WayPointNumber;
        playersave.P1Points = PlayerList[0].Coins;
        playersave.P1Crowns = PlayerList[0].Crowns;

        playersave.P2Pos    = PlayerList[1].PlayerObject.GetComponent <PlayerMovement>().WayPointNumber;
        playersave.P2Points = PlayerList[1].Coins;
        playersave.P2Crowns = PlayerList[1].Crowns;

        //Debug.Log(PlayerList[0].PlayerObject.GetComponent<PlayerMovement>().WayPointNumber);

        if (PlayerAmount == 3 || PlayerAmount == 4)
        {
            playersave.P3Pos    = PlayerList[2].PlayerObject.GetComponent <PlayerMovement>().WayPointNumber;
            playersave.P3Points = PlayerList[2].Coins;
            playersave.P3Crowns = PlayerList[2].Crowns;
        }

        if (PlayerAmount == 4)
        {
            playersave.P4Pos    = PlayerList[3].PlayerObject.GetComponent <PlayerMovement>().WayPointNumber;
            playersave.P4Points = PlayerList[3].Coins;
            playersave.P4Crowns = PlayerList[3].Crowns;
        }

        classSaver.savePayerPos.Add(playersave);

        Debug.Log("SAVING");
        string JSONDATA = JsonUtility.ToJson(classSaver, true);

        File.WriteAllText(JsonPath, JSONDATA);
    }
Esempio n. 3
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        public void Setup()
        {
            var playerSaver = new PlayerSaver("Player.data");
            var mapSaver    = new MapSaver("Map.data");
            var botsSaver   = new BotsSaver("Bots.data");

            SaveSystem.AddSaver(playerSaver);
            SaveSystem.AddSaver(mapSaver);
            SaveSystem.AddSaver(botsSaver);
        }
Esempio n. 4
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        private void getSaveData(String dir)
        {
            for (int i = 0; i < this.saveFileCount; i++)
            {
                this.saveNames.Add(saveFilePaths[i].Split(new String[] { "My Games/Afterhour/" }, StringSplitOptions.None)[1].Split(new char[] { '.' })[0]);

                SaveData tempData = PlayerSaver.LoadPlayerSaveFile(saveNames[i]);
                this.saveLevels.Add(tempData.worldData.curLevel);

                //System.Diagnostics.Debug.WriteLine("Name " + (i+1) + ": " + saveNames[i] + "  Level: " + saveLevels[i]);
            }
        }
Esempio n. 5
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        private void UpdateCharStats(InputHandler input, StateHandler sh)
        {
            nextButton2.Update(input);
            backButton2.Update(input);

            for (int i = 0; i < statCount; i++)
            {
                plusBoxes[i].Update(input);
                minusBoxes[i].Update(input);

                if (plusBoxes[i].clicked)
                {
                    plusBoxes[i].clicked = false;
                    if (remainingPoints > 0)
                    {
                        statValues[i]++;
                        remainingPoints--;
                    }
                }
                else if (minusBoxes[i].clicked)
                {
                    minusBoxes[i].clicked = false;
                    if (statValues[i] > 10)
                    {
                        statValues[i]--;
                        remainingPoints++;
                    }
                }


                statIcons[i].Update(input);
            }

            if (backButton2.clicked)
            {
                backButton2.clicked = false;
                this.curStep        = "character";
            }

            if (nextButton2.clicked)
            {
                nextButton2.clicked = false;
                if (remainingPoints == 0)
                {
                    PlayerSaver.SaveNewGame(new CharData(this.nameBox.text, this.genderBoxes.curSelectedID, this.hairstyleList.curElementID,
                                                         this.manaColorSlider.curColor, this.skinColorSlider.curColor, this.hairColorSlider.curColor, this.shirtColorSlider.curColor),
                                            this.statValues);

                    sh.setCurState(State.GAME);
                    ((GameState)sh.curState).UpdateSaveData(PlayerSaver.LoadPlayerSaveFile(this.nameBox.text));
                }
            }
        }