Esempio n. 1
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    public static SkillSaveData SkillToSave(SkillData data)
    {
        SkillSaveData saveData = new SkillSaveData();

        saveData.id           = data.id;
        saveData.level        = data.level;
        saveData.coolTimeLeft = data.coolTimeLeft;
        return(saveData);
    }
Esempio n. 2
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    /// <summary>
    /// Load the skill data from the serialized object and
    /// reapply the loaded data to the active player.
    /// </summary>
    /// <param name="serializedObj">object with the player's saved data</param>
    public override void Load(object serializedObj)
    {
        SkillSaveData data = serializedObj as SkillSaveData;

        // Give the player their unlocked skills and unlocked skill states back
        // Shapes
        int[] shapeStates = data.GetShapeUnlockStates();
        UnlockSkillStatesForPlayer(SkillController.SkillEnum.Shape, shapeStates);
        // Colors
        int[] colorStates = data.GetColorUnlockStates();
        UnlockSkillStatesForPlayer(SkillController.SkillEnum.Color, colorStates);
        // Set the active states without using the skills
        SkillBase <ShapeData> shapeSkill = skillController.GetSkill(SkillController.SkillEnum.Shape) as SkillBase <ShapeData>;
        SkillBase <ColorData> colorSkill = skillController.GetSkill(SkillController.SkillEnum.Color) as SkillBase <ColorData>;

        shapeSkill.FakeUse(data.GetActiveShapeState());
        colorSkill.FakeUse(data.GetActiveColorState());
        // Set the shape size
        scaleController.ShapeScale = data.GetShapeSize();
    }
Esempio n. 3
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    /// <summary>
    /// Skill Save
    /// </summary>
    public void Save()
    {
        SkillSaveData[] datas = new SkillSaveData[skills.Length];
        for (int i = 0; i < skills.Length; i++)
        {
            if (skills[i].skill)
            {
                datas[i] = SkillSaveData.SkillToSave(skills[i].skill.data);
                Debug.Log("Skill Saved" + datas[i].id + "id " + datas[i].level + "level");
            }
            else
            {
                datas[i]    = new SkillSaveData();
                datas[i].id = -1;
            }
        }
        string str = JsonHelper.ToJson <SkillSaveData>(datas);

        PlayerPrefs.SetString("skill", str);
        //Debug.Log("Save Skills : " + str);
    }