void Awake() { numFrames = ES3.Load <int>("Frame Amount"); fps = ES3.Load <int>("FPS"); Recording = GameObject.Find("Main Camera").GetComponent <Recording>(); progress.value = 0; progress.minValue = 0; progress.maxValue = numFrames; frameProgress.value = 0; frameProgress.minValue = 0; frameProgress.maxValue = numFrames; Recording.enabled = false; instruction.text = "Tap anywhere to start recording"; foreach (var obj in Resources.FindObjectsOfTypeAll <Transform>() as Transform[]) { if (obj.gameObject.CompareTag("MoveOn")) { obj.gameObject.SetActive(false); } if (obj.gameObject.CompareTag("Stop")) { obj.gameObject.SetActive(false); } } }
void LoadNextID() { if (ES3.KeyExists("NextID")) { nextID = ES3.Load <int>("NextID"); } }
public override void Enter() { // Get FSMVariables objects required based on whether the user wants to save local variables, global variables or both. var variableLists = new List <FsmVariables>(); if (loadFsmVariables.Value) { variableLists.Add(Fsm.Variables); } if (loadGlobalVariables.Value) { variableLists.Add(FsmVariables.GlobalVariables); } var dict = ES3.Load <Dictionary <string, object> >(key.Value, GetSettings()); foreach (var variableList in variableLists) { foreach (var fsmVariable in variableList.GetAllNamedVariables()) { if (dict.ContainsKey(fsmVariable.Name)) { fsmVariable.RawValue = dict[fsmVariable.Name]; } } } }
public bool Load() { object playerDataObj; try { playerDataObj = ES3.Load("myPlayerData"); } catch { Debug.Log("Load catch failed"); return(false); } if (playerDataObj == null) { Debug.Log("Load failed"); return(false); } else { Debug.Log("Load success"); playerData = playerDataObj as PlayerData; return(true); } }
private void Start() { playerController = GetComponent <CharacterController>(); playerController.enabled = false; tDetection = GetComponent <TriggerDetection>(); keys = GetComponent <playerKeyHolder>(); playerRb = GetComponent <Rigidbody>(); controller = GetComponent <CharacterController>(); isMoving = false; isSafe = false; isDead = false; isStarting = true; Physics.gravity *= 2; StartCoroutine(WaitForMusic()); if (ES3.KeyExists("posicao") && ES3.KeyExists("energia")) { lastCheckpointPos = ES3.Load <Vector3>("posicao"); lastCheckpointRot = ES3.Load <Quaternion>("rotacao"); Manager.current.turnOff = ES3.Load <bool>("energia"); transform.position = lastCheckpointPos; transform.rotation = lastCheckpointRot; } else { lastCheckpointPos = transform.position; lastCheckpointRot = transform.rotation; } playerController.enabled = true; }
public void LoadData(bool shouldSave) { foreach (LevelSelectButton levelSelect in allGrassyLevels) { LevelSelectInfo lSelect = levelSelect.levelToTravelTo; string loadString = "LevelData_" + lSelect.buildSceneNumber.ToString(); if (ES3.KeyExists(loadString)) { LevelSaveData loadedData = ES3.Load <LevelSaveData>(loadString); lSelect.levelCompletionData = new LevelCompletionData(); lSelect.levelCompletionData.completed = loadedData.completed; lSelect.levelCompletionData.earnedStars = loadedData.stars; lSelect.levelCompletionData.cratesUsed = loadedData.cratesDropped; } else { lSelect.levelCompletionData = new LevelCompletionData(); lSelect.levelCompletionData.completed = false; lSelect.levelCompletionData.earnedStars = 0; lSelect.levelCompletionData.cratesUsed = 0; if (shouldSave) { SaveProgress(false, 0, 0, true, lSelect); } } levelSelect.UpdateStars(grassyPalette); } UpdateUnlocks(); }
public override void Awake() { base.Awake(); settings = new ES3Settings(ES3.EncryptionType.AES); if (ES3.KeyExists("IsContinue", "Stage.es3")) { if (ES3.Load <bool>("IsContinue", "Stage.es3")) { this.StageLoadData(); } else { this.NotSaveChpaterEnter(); } } else { this.NotSaveChpaterEnter(); } player = FindObjectOfType <CMovement>(); portal = this.transform.Find("Portal").GetComponent <CPortal>(); portal.SetChapterScene(this); this.MoveStage(); }
public void Load(string saveFile) { _autoSaveFile = saveFile; var gameManager = FindObjectOfType <GameManager>(); var gmDto = (GameManager.GameManagerDto)ES3.Load("game manager", saveFile); var travelManager = FindObjectOfType <TravelManager>(); var tmDto = ES3.Load("travel manager", saveFile); travelManager.RestoreState(tmDto); var encounterManager = FindObjectOfType <EncounterManager>(); var emDto = ES3.Load("encounter manager", saveFile); encounterManager.RestoreState(emDto); if (string.Equals(gmDto.CurrentSceneName, GameManager.CombatSceneName, StringComparison.OrdinalIgnoreCase)) { if (string.Equals(SceneManager.GetActiveScene().name, GameManager.CombatSceneName, StringComparison.OrdinalIgnoreCase)) { LoadCombatManager(); } else { SceneManager.sceneLoaded += LoadCombatManager; } } gameManager.RestoreState(gmDto); }
public void SyncBattleInfo(string playerId) { string filePath = string.Format("{0}/NormalBattle", playerId); SyncCoin(ES3.Load <int>("Coin", filePath)); SyncCurSpawn(ES3.Load <int>("CurSpawn", filePath)); SyncHighestSpawn(ES3.Load <int>("HighestSpawn", filePath)); int count = 0; for (int i = 0; i < 5; ++i) { if (ES3.KeyExists(string.Format("HeroID{0}", i), filePath)) { ++count; } } for (int i = 0; i < count; ++i) { SyncBattleHero(playerId, i); } ByteBuffer data = new ByteBuffer(); data.writeByte(102); data.writeByte(BattleService.BATTLE_START); ServiceManager.PostMessageShortEx(data); SyncCurWave(ES3.Load <int>("CurWave", filePath)); }
public void Load() { //Here we are taking the objects which have the scripts we want to reference and finding the scripts to reference from those objects StatTracker statTrackerScript = statTrackerObject.GetComponent <StatTracker>(); TextChange textChangeScript = textChangeObject.GetComponent <TextChange>(); statTrackerScript.strength = ES3.Load <int>("strength"); statTrackerScript.corruption = ES3.Load <int>("corruption"); statTrackerScript.arcana = ES3.Load <int>("arcana"); //Not sure i did this right. in the load function the documentation says to do the key then the "default. Not sure I understood what a default is correctly statTrackerScript.importantHappeningsList = ES3.Load("importantHappeningsList", new List <string>()); statTrackerScript.choiceTraits = ES3.Load("choiceTraits", new List <string>()); //We load the page we were on textChangeScript.currentPage = ES3.Load <Page>("currentPage"); //This takes the information about the current page's text which should be displayed and puts it into the text object which is the main text of the story textChangeScript.mainText.text = textChangeScript.currentPage.description; //here we turn buttons to active or inactive textChangeScript.ButtonActivationChanges(textChangeScript.currentPage.buttonOneVisible, textChangeScript.currentPage.buttonTwoVisible, textChangeScript.currentPage.buttonThreeVisible, textChangeScript.currentPage.buttonFourVisible); //Here we update the text for buttons textChangeScript.ButtonTextChanges(textChangeScript.currentPage.buttonOneText, textChangeScript.currentPage.buttonTwoText, textChangeScript.currentPage.buttonThreeText, textChangeScript.currentPage.buttonFourText); Debug.Log("The Load Function was called"); }
public void loadSettings(string filename) { if (ES3.FileExists(this.fileName)) { Setting = ES3.Load <SettingObject>("settings", this.fileName); } }
public void VerifyMainSaveFile() { OnSaveFileAccessed(); if (ES3.FileExists("main.es3")) { Debug.Log("Main save data exists."); } else { Debug.Log("Main save data does not exist."); } if (ES3.KeyExists("mostRecentStartup", "main.es3")) { Debug.Log("Welcome back! Last play session was " + ES3.Load <System.DateTime>("mostRecentStartup", "main.es3")); } ES3.Save <System.DateTime>("mostRecentStartup", System.DateTime.Now, "main.es3"); if (ES3.DirectoryExists(saveFilesDirectory)) { foreach (var filename in ES3.GetFiles(saveFilesDirectory)) { Debug.Log("Found save file: " + filename); } } else { Debug.Log("No save files exist."); } }
public override void Awake() { base.Awake(); animator = this.GetComponent <Animator>(); this.fCurrentHealth = this.fStartHealth; movement = this.GetComponent <CMovement>(); shooter = this.GetComponent <CShooter>(); this.flashTime = 0.25f; if (ES3.KeyExists("CurrentHealth", "Player.es3")) { fCurrentHealth = ES3.Load <float>("CurrentHealth", "Player.es3"); fMaxHealth = ES3.Load <float>("MaxHealth", "Player.es3"); shield = ES3.Load <int>("Shield", "Player.es3"); } else { ES3.Save <int>("Shield", shield, "Player.es3"); ES3.Save <float>("CurrentHealth", fCurrentHealth, "Player.es3"); ES3.Save <float>("MaxHealth", fMaxHealth, "Player.es3"); } heartUI = GameObject.Find("Heart_UI").GetComponent <CHeartUI>(); heartUI.SetHeart((int)fCurrentHealth, (int)fMaxHealth, shield); onDeath += EndGame; }
private float GetMagneticHeading() { #if PLATFORM_ANDROID if (!SystemInfo.supportsGyroscope || !ApplyCompassTiltCompensationOnAndroid || androidNativeCompass == null) { if (ES3.Load <bool>("Test")) { return(Camera.main.transform.rotation.eulerAngles.y); } else { return(Input.compass.magneticHeading); } //return Input.compass.magneticHeading; } return(androidNativeCompass.GetMagneticHeading()); // if (Screen.orientation == ScreenOrientation.Landscape) // { // return heading;// + 45; // } // else // { // return heading; // } #else return(Input.compass.magneticHeading); #endif }
// ゲームモードごとにbestscoreを読み込み // ない場合は0を返す private int LoadBestScore(ModeType modeType) { switch (modeType) { case ModeType.Normal: return(ES3.Load <int>(SaveDataKeys.NormalBestScore, SaveDataPaths.BestScoreDataPath, 0)); break; case ModeType.Hard: return(ES3.Load <int>(SaveDataKeys.HardBestScore, SaveDataPaths.BestScoreDataPath, 0)); break; case ModeType.Aggressive: return(ES3.Load <int>(SaveDataKeys.AggressiveBestScore, SaveDataPaths.BestScoreDataPath, 0)); break; case ModeType.Expert: return(ES3.Load <int>(SaveDataKeys.ExpertBestScore, SaveDataPaths.BestScoreDataPath, 0)); break; } return(-1); }
public void NormalBattleSaveCurSpawn(string playerId, int curSpawn) { string filePath = string.Format("{0}/NormalBattle", playerId); ES3.Save <int>("CurSpawn", curSpawn, filePath); SyncCurSpawn(curSpawn); NormalBattleSaveCurWave(playerId, 0); filePath = string.Format("{0}/NormalBattle", playerId); if (curSpawn > ES3.Load <int>("HighestSpawn", filePath)) { ES3.Save <int>("HighestSpawn", curSpawn, filePath); ConfigTable tbl = ConfigData.GetValue("NormalTask_Client"); if (tbl.m_Data.ContainsKey(curSpawn.ToString())) { ConfigRow row = tbl.GetRow(curSpawn.ToString()); switch (row.GetValue("Type")) { case "1": { int heroId = int.Parse(row.GetValue("Value")); AddHero(playerId, heroId); SyncHero(playerId, heroId); break; } } SyncBattleTask(curSpawn); } } }
public void LoadSavedData() { if (!ES3.FileExists()) { return; } if (ES3.KeyExists("Level")) { GameVo.CurrentLevelID = ES3.Load <int>("Level"); } if (ES3.KeyExists("Vibration")) { GameVo.Vibration = ES3.Load <bool>("Vibration"); } if (ES3.KeyExists("SFX")) { GameVo.SFX = ES3.Load <bool>("SFX"); } if (ES3.KeyExists("Coin")) { GameVo.Coin = ES3.Load <int>("Coin"); } }
public string AddPlayer(string account) { int iPlayerId = ES3.KeyExists("IncrementPlayerID") ? ES3.Load <int>("IncrementPlayerID") + 1 : 1; ES3.Save <int>("IncrementPlayerID", iPlayerId); string sPlayerId = iPlayerId.ToString(); ES3.Save <string>(account, sPlayerId, "Account"); string filePath = string.Format("{0}/PlayerInfo", sPlayerId); ES3.Save <string>("PlayerName", sPlayerId, filePath); ES3.Save <int>("GuideStep", 0, filePath); AddHero(sPlayerId, 1006); AddHero(sPlayerId, 1020); filePath = string.Format("{0}/NormalBattle", sPlayerId); ES3.Save <int>("Coin", 0, filePath); ES3.Save <int>("CurSpawn", 0, filePath); ES3.Save <int>("CurWave", 0, filePath); ES3.Save <int>("HighestSpawn", 0, filePath); return(sPlayerId); }
void LoadHasYetGot() { if (ES3.KeyExists("hasYetGot_DailyReward")) { hasYetGot = ES3.Load <bool>("hasYetGot_DailyReward"); } }
private async UniTaskVoid Start() { var token = this.GetCancellationTokenOnDestroy(); SetActiveButtons(false); await MoveTitle(token); SetActiveButtons(true); await CallActiveAnimation(true, token); var pushedButtonObservables = modeButtons.Select(x => x.OnClickAsObservable .Select(_ => x.ModeType) ); // 押されたbuttonによってゲームモードを変える pushedButtonObservables.Merge() .Do(x => ES3.Save <ModeType>(SaveDataKeys.ModeType, x, SaveDataPaths.PuzzleDataPath)) .Select(x => new GameInfo(x)) .Subscribe(x => MoveScene(x, token).ToObservable()) .AddTo(this); // 前回のデーターを読み込んで途中から開始 if (continueButton.gameObject.activeSelf) { continueButton.OnClickAsObservable .Select(_ => new ContinueGameInfo( ES3.Load <ModeType>(SaveDataKeys.ModeType, SaveDataPaths.PuzzleDataPath), ES3.Load <int>(SaveDataKeys.PreviousScore, SaveDataPaths.PuzzleDataPath), ES3.Load <List <TileInfo> >(SaveDataKeys.TileDataList, SaveDataPaths.PuzzleDataPath))) .Subscribe(x => MoveScene(x, token).ToObservable()) .AddTo(this); } }
public void Load() { EventController.GameReloaded(); // Load the DB questDatabase.quests = ES3.Load <Dictionary <string, int[]> >("QuestDatabase", "QuestDatabase.json"); List <string> questNamesToAdd = new List <string>(); // Get a list of quest slugs that were loaded foreach (var quest in questDatabase.quests) { questNamesToAdd.Add(quest.Key); } // Assign in-progress quests, mark completed quests as completed foreach (string questName in questNamesToAdd) { if (questDatabase.Completed(questName)) { completedQuests.Add(questName); } else { AssignQuest(questName, true); } } }
void LoadResetTime() { if (ES3.KeyExists("ResetTime")) { resetTime = ES3.Load <DateTime>("ResetTime"); } }
private void Start() { statusEffects = ES3.Load <bool>("EffectStatus"); music.mute = ES3.Load <bool>("MusicStatus"); if (ES3.Load <bool>("EffectStatus") == true) { effectsText.text = ("EFECTOS: NO"); } else { effectsText.text = ("EFECTOS: SI"); } if (ES3.Load <bool>("MusicStatus") == true) { musicText.text = ("MÚSICA: NO"); } else { musicText.text = ("MÚSICA: SI"); } pauseUI.gameObject.SetActive(false); for (i = 0; i < effects.Length; i++) { effects[i].GetComponent <AudioSource>(); effects[i].mute = ES3.Load <bool>("EffectStatus"); } }
private void Start() { RealStateDuration = stateDurationMinutes * 60; if (ES3.KeyExists("currentStateIndex") == true) { StateIndex = ES3.Load <int>("currentStateIndex"); if (StateIndex != 10) { methodName = "State" + StateIndex; } else { methodName = "State1"; } } else { methodName = WorldStartState; } Type thisType = this.GetType(); MethodInfo theMethod = thisType.GetMethod(methodName); theMethod.Invoke(this, null); }
// Start is called before the first frame update void Start() { // string testStr = "我为歌狂 wo wei ge kuang 123!!!"; // Debug.Log("@@@ 原文:"+testStr); // string testEncrypt = CryptoPrefs.Encrypt(testStr); // Debug.Log("@@@ 加密:"+testEncrypt); // string testDecrypt = CryptoPrefs.Decrypt(testEncrypt); // Debug.Log("@@@ 解密:"+testDecrypt); var settings = new ES3Settings(ES3.EncryptionType.AES, "myPassword"); string path = "测试加密存档222"; string key = "key"; string testStr = "我为歌狂 wo wei ge kuang 123!!!"; // ES3.Save<testValueClass>(key, new testValueClass(), path, settings); testValueClass testValue = ES3.Load <testValueClass>(key, path, settings); // EZSave.Instance.InitRecord(path); // EZSave.Instance.SaveRecord<testValueClass>(key, new testValueClass(), path); // testValueClass testValue = EZSave.Instance.LoadRecord<testValueClass>(key, path); Debug.Log("### testValue.str: " + testValue.str + " testValue.int:" + testValue.testInt); // Debug.Log("@@@ 原文:"+testStr); // string testEncrypt = CryptoPrefs.Encrypt(testStr); // Debug.Log("@@@ 加密:"+testEncrypt); // string testDecrypt = CryptoPrefs.Decrypt(testEncrypt); // Debug.Log("@@@ 解密:"+testDecrypt); }
/// <summary> /// 메뉴 로컬라이징 /// </summary> private void SetTitleMenuChangeLanguageAction() { switch ((LanguageKeys)ES3.Load <int>("Language")) { case LanguageKeys.English: _noText = "No Data"; for (int i = 0; i < _titleTexts.Count; i++) { _titleTexts[i].text = _languageArrE[i]; } _titleTexts[1].fontSize = 26; break; case LanguageKeys.Korean: _noText = "미표기"; for (int i = 0; i < _titleTexts.Count; i++) { _titleTexts[i].text = _languageArrK[i]; } _titleTexts[1].fontSize = 23; break; default: break; } }
private void LoadPlayer() { ES3.Load("Position", so.playerPosition); ES3.Load("Health", so.health); ES3.Load("Mana", so.mana); ES3.Load("Lumen", so.lumen); }
private string GetNaviID(string id) { string result = _noText; int n = int.Parse(id); if (n >= 11 && n <= 14) { n = 11; } if (n == 15) { n = 12; } switch ((LanguageKeys)ES3.Load <int>("Language")) { case LanguageKeys.English: result = _navigationMessageE[n]; break; case LanguageKeys.Korean: result = _navigationMessageK[n]; break; default: break; } return(result); }
void Start() { if (ES3.KeyExists("Current Outfit")) { currentOutfit = ES3.Load <GameObject>("Current Outfit"); } }
// Update is called once per frame void Update() { if (isMainCameraNull) { return; } float currentHeading = 0f; float currentMagneticHeading = 0f; float currentAccuracy = 0f; if (ES3.Load <bool>("Test")) { currentHeading = Camera.main.transform.rotation.eulerAngles.y; currentMagneticHeading = Camera.main.transform.rotation.eulerAngles.y; currentAccuracy = 1; } else { currentHeading = Input.compass.trueHeading; // locationProvider.CurrentHeading.heading; currentMagneticHeading = Input.compass.magneticHeading; // locationProvider.CurrentHeading.magneticHeading; currentAccuracy = Input.compass.headingAccuracy; // locationProvider.Provider.CurrentHeading.accuracy; } text.text = "TRUE NORTH: " + currentHeading; text1.text = "MAGNETIC NORTH: " + currentMagneticHeading; text2.text = "ACCURACY: " + currentAccuracy; rectTransform.rotation = Quaternion.Euler(0, 0, (float)currentMagneticHeading); rectTransform1.rotation = Quaternion.Euler(0, 0, (float)currentHeading); }