void Start() { if (!FileSaveLoad.DoesSaveExists()) { SaveData data = FileSaveLoad.Load(); List <ShipConfig> ships = GlobalData.instance.gameData.ships; List <UpgradeCategory> upgradesCategories = GlobalData.instance.gameData.upgradesCategories; data.shipsInfo = new List <ShipInfo>(); for (int i = 0; i < ships.Count; i++) { ShipInfo info = new ShipInfo(); info.stock = ships[i].maxStock; data.shipsInfo.Add(info); } for (int i = 0; i < GlobalData.instance.gameData.shipsUnlockedAtStart.Count; i++) { data.shipsInfo[GlobalData.instance.gameData.shipsUnlockedAtStart[i]].isUnlocked = true; } int upgradesNb = 0; for (int i = 0; i < upgradesCategories.Count; i++) { upgradesNb += upgradesCategories[i].upgrades.Count; } data.upgradesInfo = new UpgradeInfo[upgradesNb]; for (int i = 0; i < upgradesCategories.Count; i++) { for (int j = 0; j < upgradesCategories[i].upgrades.Count; j++) { UpgradeInfo info = new UpgradeInfo(); info.isUnlocked = upgradesCategories[i].upgrades[j].unlockedAtStart; data.upgradesInfo[upgradesCategories[i].upgrades[j].saveDataIndex] = info; } } data.selectedWeapons = new List <int>(); data.selectedWeapons.Add(firstWeapon.weaponIndex); data.shipWeight += firstWeapon.wheight; data.upgradesInfo[firstWeapon.saveDataIndex].boughtUpgradeNb = 1; data.upgradesInfo[firstWeapon.saveDataIndex].currentUpgradeNb = 1; FileSaveLoad.Save(data); } }
private static bool DeleteFileCheck() { return(FileSaveLoad.DoesSaveExists()); }