Esempio n. 1
0
 /// <summary>
 /// If the user:
 /// <list type="bullet">
 ///    <item>
 ///         <term>Hits F12</term>
 ///         <description>It loads the assigned debug scene.</description>
 ///     </item>
 ///    <item>
 ///         <term>Hits F6</term>
 ///         <description>It saves the game's state.</description>
 ///     </item>
 ///    <item>
 ///         <term>Hits F7</term>
 ///         <description>It loads the game's state.</description>
 ///     </item>
 ///    <item>
 ///         <term>Hits F8</term>
 ///         <description>Deletes the saved game's state.</description>
 ///     </item>
 /// </list>
 /// </summary>
 private void Update()
 {
     if (Input.GetKeyUp(KeyCode.F12))
     {
         InternalScenesManager.LoadScene(InternalScenesManager.MainMenu);
     }
     else if (Input.GetKeyUp(KeyCode.F6))
     {
         SaveGameManager.Save();
     }
     else if (Input.GetKeyUp(KeyCode.F7))
     {
         SaveGameManager.LoadLatest();
     }
     else if (Input.GetKeyUp(KeyCode.F8))
     {
         File.Delete(SaveGameManager.SavePath);
     }
     else if (Input.GetKeyUp(KeyCode.F9))
     {
         Debug.Log(SaveGameManager.GetCurrentGame().ChoiceHistory);
     }
 }
Esempio n. 2
0
 /// <summary>
 /// Load the Yarn manager (Visual Novel) scene.
 /// </summary>
 public static void LoadYarn(TextAsset yarnAsset)
 {
     CurrentYarnScript = yarnAsset;
     SaveGameManager.GetCurrentGame().PlayedChapters.Add(yarnAsset.name);
     InternalScenesManager.LoadScene(InternalScenesManager.VisualNovel);
 }