/// <summary> /// Trys to load submesh from file.. if cant will scan the terrain /// </summary> /// <param name="inPolyDiv">how many div ex 5x5 a real poly will have</param> /// <param name="polyX">real polys in X will cover in each scan pass</param> /// <param name="polyZ">real polys in Z will cover in each scan pass</param> void LoadMeshFromFile(int inPolyDiv, int polyX, int polyZ) { iniTerr.InitializeLotStepVal(ref nextStart, subDivide, wholeMalla, Vertices, ref lotStepX, ref lotStepZ, inPolyDiv, polyX, polyZ); subMesh = XMLSerie.ReadXMLMesh(); if (subMesh == null) { print("error loading .XML: "); IsLoading = true; isTerraScanning = true; subMesh = new SubMeshData(); return; } //print(subMesh.amountOfSubVertices + " subMesh.amountOfSubVertices"); float dist = 0.001f; Malla.Lots = subMesh.AllSubMeshedLots; for (int i = 0; i < Malla.Lots.Count; i++) { for (int j = 0; j < Malla.Lots[i].LotVertices.Count; j++) { AllVertexs.Add(Malla.Lots[i].LotVertices[j]); } } //print(AllVertexs.Count + ".AllVertexs.count. in mshContrl"); }
/// <summary> /// Loads Audio Settings from file /// </summary> public static void LoadFromFile() { if (loadedOnce) { return; } loadedOnce = true; //Debug.Log("Loading Settings"); LoadFromFilePlayerPref(); return; var pData = XMLSerie.ReadXMLProgram(); Settings.ISSoundOn = pData.SoundIsOn; Settings.ISMusicOn = pData.MusicIsOn; AudioCollector.SoundLevel = pData.SoundLevel; AudioCollector.MusicLevel = pData.MusicLevel; Unit.Units = pData.Units; _autoSaveFrec = pData.AutoSaveFrec; //in case was deleted or somehting if (_autoSaveFrec < 300) { _autoSaveFrec = 300; } QualitySettings.SetQualityLevel(pData.QualityLevel); Screen.fullScreen = pData.isFullScreen; Languages.SetCurrentLang(pData.Lang); //in case was deleted or somehting if (string.IsNullOrEmpty(Languages.CurrentLang())) { Languages.SetCurrentLang("English"); } }
/// <summary> /// It sets Program.MyScreen1.TerraRoot so it loads the terrain saved /// </summary> /// <param name="p"></param> static void SetLoadedTerrainInTerraRoot() { PersonData pData = XMLSerie.ReadXMLPerson(); //so it loads the saved terrain into the new game Program.MyScreen1.TerraRoot = MyScreen.AddPrefabTerrainRoot(pData.PersonControllerSaveLoad.TerrainName); }
/// <summary> /// Saves to file audio settings /// </summary> public static void SaveToFile() { SaveToFilePlayerPref(); //Debug.Log("Saving settings"); return; var pData = XMLSerie.ReadXMLProgram(); pData.SoundIsOn = Settings.ISSoundOn; pData.MusicIsOn = Settings.ISMusicOn; pData.SoundLevel = AudioCollector.SoundLevel; pData.MusicLevel = AudioCollector.MusicLevel; pData.Units = Unit.CurrentSystem(); pData.AutoSaveFrec = AutoSaveFrec; //screen pData.QualityLevel = QualitySettings.GetQualityLevel(); pData.isFullScreen = Screen.fullScreen; pData.Lang = Languages.CurrentLang(); XMLSerie.WriteXMLProgram(pData); }
private void ProgramDataInit() { //only gets created if in Editor #if UNITY_EDITOR XMLSerie.WriteXMLProgram(CreateProgramDataObjOrUpdate()); #endif }
/// <summary> /// Once the OK btn is clicked on the Create new game window /// </summary> public void NewGameCreated(string terraRoot, string diff, string townName) { XMLSerie.NewGame(); isNewGameCreated = true; timeClicked = Time.time; DestroyCurrLoadLoading(); if (string.IsNullOrEmpty(terraRoot)) { _terraRoot = ReturnRandomTerraRoot(); } else { _terraRoot = terraRoot; } if (string.IsNullOrEmpty(diff)) { diff = "Easy"; } _diff = diff; AssignDificulty(); _townName = townName; }
private static void SaveOnProgramData(List <string> waves) { var pData = XMLSerie.ReadXMLProgram(); pData.Voices = waves; XMLSerie.WriteXMLProgram(pData); }
internal static void LoadGame(string p) { PlayerPrefs.SetString("Last_Saved", p); PlayerPrefs.Save(); XMLSerie.LoadGame(_path + @"\" + p); Load2ndStep(); }
internal static void LoadGameTuto() { //PlayerPrefs.SetString("Last_Saved", ""); //PlayerPrefs.Save(); XMLSerie.LoadGame(Application.dataPath + @"\" + "Tutorial"); Load2ndStep(); }
public void Save() { BuildingControllerData local = PullAllVarFromBuildingController(); Control.Registro.ResaveAllBuildings(); BuildingData = new BuildingData(Control.Registro.AllRegFile, local); XMLSerie.WriteXMLBuilding(BuildingData); }
static List <string> GetFilesInStandAlone() { var pData = XMLSerie.ReadXMLProgram(); //needs to contain the current lang and the type of person var res = pData.Voices; return(res); }
public void SaveData() { //Debug.Log("Called SaveData"); spawnedData = new SpawnedData(); spawnedData.AllSpawnedObj = AllSpawnedDataList; spawnedData.TerraMshCntrlAllVertexIndexCount = p.MeshController.AllVertexs.Count; XMLSerie.WriteXMLSpawned(spawnedData); }
void Start() { _body = GetChildCalled("Body_Lbl").GetComponent <Text>(); iniPos = transform.position; Hide(); _workers = new SubBulletinGeneral(this); _production = new SubBulletinProduction(this); _finance = new SubBulletinFinance(this); // _scroll = GetChildCalled("Scroll_View"); _content = GetGrandChildCalledFromThis("Content", _scroll); _contentRectTransform = _content.GetComponent <RectTransform>(); _scroll_Ini_PosGO = GetChildCalledOnThis("Scroll_Ini_Pos", _content); var h = GetChildCalled("Help"); _help = h.GetComponent <Text>(); _help.text = ""; //bz GUI Loades like 4 times PersonData pData = XMLSerie.ReadXMLPerson(); var tempData = Program.gameScene.ProvideMeWithTempData(); //means is reloading from a change in GUI a if (tempData != null) { pData = tempData; } //loading if (pData != null) { SubBulletinProduction1 = pData.PersonControllerSaveLoad.SubBulletinProduction; SubBulletinProduction1.BulletinWindow1 = this; if (pData.PersonControllerSaveLoad.SubBulletinFinance != null) { SubBulletinFinance1 = pData.PersonControllerSaveLoad.SubBulletinFinance; SubBulletinFinance1.BulletinWindow1 = this; } } //means is brand new game if (_finance.FinanceLogger.Budgets.Count == 0) { _finance.FinanceLogger.AddYearBudget(); } }
internal static void LoadGameTuto() { //PlayerPrefs.SetString("Last_Saved", ""); //PlayerPrefs.Save(); var a = System.Environment.GetFolderPath(System.Environment.SpecialFolder.ApplicationData) + @"\SugarMill"; var dPath = Application.dataPath.ToString().Replace('/', '\\'); XMLSerie.LoadGame(dPath + @"\" + "Tutorial"); Load2ndStep(); }
/// <summary> /// Called from GUI /// </summary> public void ReloadMods() { PeopleModData = XMLSerie.ReadXMLPeopleModData(); if (PeopleModData != null) { Text.text = "MOD ok"; } else { Text.text = "MOD error"; } _shown = Time.time; }
private void LoadUnlockRegions() { PersonData pData = XMLSerie.ReadXMLPerson(); //if new game if (pData == null) { return; } //it saves at PersonSaveLoad _unlockRegions = pData.PersonControllerSaveLoad.UnlockRegions; }
ProgramData CreateProgramDataObjOrUpdate() { //reads the Program.xls var pData = XMLSerie.ReadXMLProgram(); if (pData == null) { ProgramData p = new ProgramData(Version()); return(p); } pData.GameVersion = Version(); return(pData); }
public void Load() { BuildingData = XMLSerie.ReadXMLBuilding(); if (BuildingData != null) { counter = 0;//in case something was loaded first _isToRecreateNow = true; Control.Registro.AllRegFile = BuildingData.All; } //need to be called here in case he scene dostn have any building at all else { CreatePersonPot(); } }
/// <summary> /// How To create new Spawned Data for terrain /// /// make : ///spawnedData = XMLSerie.ReadXMLSpawned(true) ///spawnedData = XMLSerie.ReadXMLSpawned() /// /// </summary> public void LoadData() { try { if (!Program.gameScene.IsDefaultTerreno()) { spawnedData = XMLSerie.ReadXMLSpawned(); if (spawnedData == null) { Debug.Log("spawnedData == null big"); } } else//the first teraain to load { spawnedData = XMLSerie.ReadXMLSpawned(true);//true once Terrain.Spawned is created if (spawnedData == null) { Debug.Log("spawnedData == null DefaultLoad"); } } } catch (Exception exception) { print("error loading XMLSerie.ReadXMLSpawned()." + exception.GetBaseException().Message); } //print(spawnedData.TerraMshCntrlAllVertexIndexCount + "spawnedData.TerraMshCntrlAllVertexIndexCount"); //print(Terreno.MeshController.AllVertexs.Count + "Terreno.MeshController.AllVertexs.Count"); if (spawnedData == null) { return; } if (spawnedData.TerraMshCntrlAllVertexIndexCount != p.MeshController.AllVertexs.Count) { print("subMesh loaded not the same as the one was the spawned obj created with"); IsToSave = true; ClearCurrentFileAndList(); return; } AllSpawnedDataList = spawnedData.AllSpawnedObj; p.TerraSpawnController.IsToLoadFromFile = true; }
/// <summary> /// Once data is loaded the Book has to be redo /// </summary> void RedoStuffWithLoadedData() { //means is a new game and this below is not needed if (Program.MyScreen1.HoldDifficulty != -1) { return; } Program.MyScreen1.HoldDifficulty = PersonPot.Control.Difficulty; _book = new Book(); _book.Start(); PersonData pData = XMLSerie.ReadXMLPerson(); Program.IsPirate = pData.PersonControllerSaveLoad.IsPirate; Program.IsFood = pData.PersonControllerSaveLoad.IsFood; Program.WasTutoPassed = pData.PersonControllerSaveLoad.WasTutoPassed; }
public void Initialize() { if (!MeshController.CrystalManager1.IsFullyLoaded() || !Program.GameFullyLoaded())//making sure all build are fullt loaded { return; } init = false; PersonData pData = XMLSerie.ReadXMLPerson(); CamControl.CAMRTS.InputRts.SaveFirstCamPos(); //brand new game if (pData == null) { SpawnIniPersonas(); GameController.LoadStartingConditions(conditions[Difficulty]); RestartController(); //here bz trees all spawneed after buildings. //so if tree is inside a building wont be deleted. bz the building //might be to big and wont collide with the building BuildingPot.Control.Registro.DoLastStepOfTownLoaded(); } //loading from file game else { LoadFromFile(pData); //game controller is loaded and Saved on BuildingSaveLoad.cs //called here for the first time after a Storage was build. //This is DEBUG GameController.LoadStartingConditions(conditions[Difficulty]); CamControl.CAMRTS.InputRts.LoadLastCamPos(); } BuildingPot.CreateUnlockBuilds(); MeshController.InitBuyRegions(); Program.gameScene.GameController1.ReCheckWhatsOnStorage(); Program.gameScene.ReleaseLoadingScreen(); }
/// <summary> /// Saving all XMLS /// /// if 'callEscapeKey' will call : Program.InputMain.EscapeKey(); /// should be called always unless is a quicksave /// </summary> public static void SaveNow(bool callEscapeKey) { PlayerPrefs.Save(); Directory.CreateDirectory(savePath); XMLSerie.SaveGame(savePath); //print("Resave Spawner and Buildings"); Program.gameScene.controllerMain.TerraSpawnController.ReSaveData(); BuildingPot.SaveLoad.Save(); PersonPot.SaveLoad.Save(); CamControl.CAMRTS.InputRts.SaveLastCamPos(); savePath = ""; if (callEscapeKey) { //so goes back to show the game Program.InputMain.EscapeKey(); } }
private static void ReloadModStatic() { if (PeopleModData == null) { var modController = FindObjectOfType <ModController>(); PeopleModData = XMLSerie.ReadXMLPeopleModData(); if (PeopleModData != null) { if (modController != null) { modController.Text.text = "MOD loaded"; } } else { if (modController != null) { modController.Text.text = "no MOD"; } } } }
private void Save() { //SaveLoad.Save(list); //saving the whole list to ... XMLSerie.WriteXML(list); }
private void Load() { //is loading the whole list to list = XMLSerie.ReadXML(); }
/// <summary> /// Save /// /// The load is on : PersonControlller.LoadFromFile /// </summary> public void Save() { PersonData p = new PersonData(GetAllPerson(), GetAllFromPersonController()); XMLSerie.WriteXMLPerson(p); }
private static List <string> GetFilesInStandAlone() { var pData = XMLSerie.ReadXMLProgram(); return(pData.Waves); }
public void WriteXML() { XMLSerie.WriteXMLMesh(subMesh); }