Esempio n. 1
0
    public void Load()
    {
        //get the value of currently selected option in dropdown
        loadID = dropdownmenu.value;
        //check if save with that value/ID exists
        if (File.Exists(path + "/level_" + loadID + ".txt"))
        {
            //Read from save
            string saveString = File.ReadAllText(path + "/level_" + loadID + ".txt");
            //convert from string to saveObject
            saveObject saveObject = JsonUtility.FromJson <saveObject>(saveString);
            print("Loaded Level_" + loadID + ": " + saveString);

            //assign the variables from the saveObejct to generate the grid
            Grid myGrid = GetComponent <Grid>();
            //make grid
            //myGrid.ClearGrid();
            myGrid.GenerateGrid(saveObject.gridRows, saveObject.gridCols);
            //set visited tiles
            foreach (int tileID in saveObject.visitedTileIDs)
            {
                myGrid.SetTileVisited(tileID);
            }
            //set player
            player.GetComponent <PlayerController>().SetPlayerStartPos(saveObject.playerCol, saveObject.playerRow);
            myGrid.ColorTileAtPlayerPos();
        }
        else
        {
            Debug.LogWarning("No Level with ID: " + loadID);
        }
    }
Esempio n. 2
0
    public void Save()
    {
        //find the current active grid and the player
        Grid currentGrid = GameObject.Find("Grid").GetComponent <Grid>();

        //new save Object to store variables
        saveObject saveObject = new saveObject {
            gridRows       = currentGrid.rows,
            gridCols       = currentGrid.cols,
            playerRow      = player.GetComponent <PlayerController>().row,
            playerCol      = player.GetComponent <PlayerController>().col,
            visitedTileIDs = currentGrid.visitedTileIDs,
        };

        //generate new saveID, that wasn't used before
        while (File.Exists(path + "/level_" + saveID + ".txt"))
        {
            saveID++;
        }

        //convert saveObject to json string
        //toJson returns a string, we save it in the string called saveString
        string saveString = JsonUtility.ToJson(saveObject);

        print("Saved: " + saveString);
        //write that string in a txt file
        File.WriteAllText(path + "/level_" + saveID + ".txt", saveString);
    }