コード例 #1
0
ファイル: Game.cs プロジェクト: danyow/Object-Management
 public override void Save(GameDataWriter writer)
 {
     writer.Write(shapes.Count);
     writer.Write(Random.state);
     writer.Write(CreationSpeed);
     writer.Write(creationProgress);
     writer.Write(DestructionSpeed);
     writer.Write(destructionProgress);
     writer.Write(loadedLevelBuildIndex);
     GameLevel.Current.Save(writer);
     for (int i = 0; i < shapes.Count; i++)
     {
         writer.Write(shapes[i].OriginFactory.FactoryId);
         writer.Write(shapes[i].ShapeId);
         writer.Write(shapes[i].MaterialId);
         shapes[i].Save(writer);
     }
 }
コード例 #2
0
    void Save()
    {
        GameDataWriter dataWriter = new GameDataWriter(savePath);

        stateData = new GameStateData
        {
            petName = currentPet.petName,

            energyLevel    = currentPet.energy,
            happinessLevel = currentPet.happiness,

            isSleep = currentPet.isSleep,
            isSick  = currentPet.isSick,

            hasTakenBath       = currentPet.hasTakenBath,
            totalSleepDuration = currentPet.remainingSleepDuration,
            foodCount          = currentPet.foodCount,
            rubCount           = currentPet.rubCount,

            lastRecordedEnergyTimer    = currentPet.energyTimer,
            lastRecordedHappinessTimer = currentPet.happinessTimer,
            lastRecordedSleepStartTime = currentPet.sleepTimeLastTick,
            lastRecordedDate           = currentPet.date,

            isEatingTimerOn = currentPet.eatingTimerOn,
            isRubTimerOn    = currentPet.rubTimerOn,
            isPlayTimerOn   = currentPet.playTimerOn,

            eatCountdown  = currentPet.timeUntilNextMealAllowed,
            rubCountdown  = currentPet.timeUntilNextRubAllowed,
            playCountdown = currentPet.timeUntilCanPlayAgain,

            eatCountdownLastTick  = currentPet.mealTimerLastTick,
            rubCountdownLastTick  = currentPet.rubTimerLastTick,
            playCountdownLastTick = currentPet.playTimerLastTick
        };

        Debug.Log(stateData.isSleep);

        dataWriter.SaveData(stateData);


        Debug.Log("File saved.");
    }
コード例 #3
0
ファイル: Game.cs プロジェクト: JackADV/PersistableObjects
 public override void Save(GameDataWriter writer)
 {
     writer.Write(shapes.Count);
     writer.Write(Random.state);
     writer.Write(CreationSpeed);
     writer.Write(creationProgress);
     writer.Write(DestructionSpeed);
     writer.Write(destructionProgress);
     writer.Write(loadedLevelBuildIndex);
     GameLevel.Current.Save(writer);
     // Loop through all objects
     for (int i = 0; i < shapes.Count; i++)
     {
         // Save each
         writer.Write(shapes[i].ShapeId);
         writer.Write(shapes[i].MaterialId);
         shapes[i].Save(writer);
     }
 }
    public override void Save(GameDataWriter writer) // Writes essential data for current scene
    {
        writer.Write(shapes.Count);
        writer.Write(Random.state);
        writer.Write(CreationSpeed);
        writer.Write(creationProgress);
        writer.Write(DestructionSpeed);
        writer.Write(destructionProgress);
        writer.Write(loadedLevelBuildIndex);
        GameLevel.Current.Save(writer);

        for (int i = 0; i < shapes.Count; i++)               // For each shape in the shapes list
        {
            writer.Write(shapes[i].OriginFactory.FactoryId); // Save the shape factory it came from
            writer.Write(shapes[i].ShapeId);                 // Save shape type
            writer.Write(shapes[i].MaterialId);              // Save material used to render shape
            shapes[i].Save(writer);
        }
    }
コード例 #5
0
ファイル: Shape.cs プロジェクト: wjezxujian/CatlikeCoding
 public override void Save(GameDataWriter writer)
 {
     base.Save(writer);
     //writer.Write(color);
     writer.Write(colors.Length);
     for (int i = 0; i < colors.Length; ++i)
     {
         writer.Write(colors[i]);
     }
     //writer.Write(AngularVelocity);
     //writer.Write(Velocity);
     writer.Write(Age);
     writer.Write(behaviourList.Count);
     for (int i = 0; i < behaviourList.Count; ++i)
     {
         writer.Write((int)behaviourList[i].BehaviourType);
         behaviourList[i].Save(writer);
     }
 }
コード例 #6
0
ファイル: Shape.cs プロジェクト: Arflee/ObjectManagment
    public override void Save(GameDataWriter writer)
    {
        base.Save(writer);
        writer.Write(colors.Length);

        for (int i = 0; i < colors.Length; i++)
        {
            writer.Write(colors[i]);
        }

        writer.Write(Age);
        writer.Write(behaviorList.Count);

        for (int i = 0; i < behaviorList.Count; i++)
        {
            writer.Write((int)behaviorList[i].BehaviorType);
            behaviorList[i].Save(writer);
        }
    }
コード例 #7
0
    public override void Save(GameDataWriter writer)
    {
        writer.Write(_shapes.Count);
        writer.Write(Random.state);
        writer.Write(_creationSpeed.Value);
        writer.Write(_creationProgress);
        writer.Write(_destructionSpeed.Value);
        writer.Write(_destructionProgress);
        writer.Write(_loadedLevelBuildIndex);
        GameLevel.Current.Save(writer);

        for (int i = 0, length = _shapes.Count; i < length; i++)
        {
            Shape shape = _shapes[i];
            writer.Write(_shapes[i].OriginFactory.FactoryId);
            writer.Write(shape.ShapeId);
            writer.Write(shape.MaterialId);
            shape.Save(writer);
        }
    }
コード例 #8
0
ファイル: Game_2.cs プロジェクト: scheninsp/testUnity
    public override void Save(GameDataWriter writer)
    {
        writer.Write(saveVersion);
        writer.Write(shapes.Count);
        writer.Write(Random.state);
        writer.Write(CreationSpeed);
        writer.Write(creationProgress);
        writer.Write(DestructionSpeed);
        writer.Write(destructionProgress);
        writer.Write(LoadedLevelBuildIndex);
        GameLevel.CurrentGameLevel.Save(writer);

        for (int i = 0; i < shapes.Count; i++)
        {
            //Debug.Log("writing : " + shapes[i].ShapeId);
            writer.Write(shapes[i].ShapeId);
            writer.Write(shapes[i].MaterialId);
            shapes[i].Save(writer);
        }
    }
コード例 #9
0
    public override void Save(GameDataWriter writer)
    {
        TimeSpan t = DateTime.UtcNow - new DateTime(1970, 1, 1);
        double   secondsSinceEpoch = t.TotalSeconds;

        this.lastSaveTime = secondsSinceEpoch;

        writer.Write(gold);
        writer.Write(floorNumber);
        writer.Write(items.Count);
        for (int i = 0; i < items.Count; i++)
        {
            items[i].Save(writer);
        }

        writer.Write(hasPlayedTutorial);
        writer.Write(ascensionPoints);
        writer.Write(numAscensions);

        writer.Write(lastSaveTime);
    }
コード例 #10
0
 /// <summary>
 /// 存储游戏状态
 /// </summary>
 /// <param name="writer">写入器</param>
 /// <remarks>
 /// 写入这个就是写入游戏!
 /// </remarks>
 public override void Save(GameDataWriter writer)
 {
     // 存储存档版本
     writer.Write(m_shapes.Count);
     // 写入当前随机数状态
     writer.Write(Random.state);
     writer.Write(CreationSpeed);
     writer.Write(m_creationProgress);
     writer.Write(DestructionSpeed);
     writer.Write(m_destructionProgress);
     // 写入关卡build编号
     writer.Write(loadedLevelBuildIndex);
     // 写入当前关卡状态
     GameLevel.Current.Save(writer);
     for (int i = 0; i < m_shapes.Count; i++)
     {
         // 存储shapeId
         writer.Write(m_shapes[i].ShapeId);
         writer.Write(m_shapes[i].MaterialId);
         m_shapes[i].Save(writer);
     }
 }
コード例 #11
0
ファイル: FirstRunManager.cs プロジェクト: opentilapia/pusa
    void Start()
    {
        if (!PlayerPrefs.HasKey("gs^2_catastrophe_firstRun"))
        {
            GameDataWriter gameDataWriter = new GameDataWriter();

            GameData gameData = new GameData();

            gameData.Music       = 1;
            gameData.Effect      = 1;
            gameData.Coins       = 0;
            gameData.BestTime    = "00:00";
            gameData.GamesPlayed = 0;
            gameData.Highscore   = 0;

            PlayerPrefs.SetInt("gs^2_catastrophe_firstRun", 1);

            gameDataWriter.WriteGameData(gameData);
        }
        else
        {
            Destroy(gameObject);
        }
    }
コード例 #12
0
ファイル: Shape.cs プロジェクト: p3rfilov/Unity
 public override void Save(GameDataWriter writer)
 {
     base.Save(writer);
     writer.Write(color);
 }
コード例 #13
0
 public override void Save(GameDataWriter writer)
 {
     writer.Write(spawnProgress);
 }
コード例 #14
0
 public override void Save(GameDataWriter writer)
 {
     writer.Write(origianlScale);
     writer.Write(duration);
     writer.Write(dyingAge);
 }
コード例 #15
0
 public override void Save(GameDataWriter writer)
 {
     writer.Write(unitSpawn);
     writer.Write(lastSpawn);
 }
コード例 #16
0
ファイル: Comet.cs プロジェクト: svnvav/UberSpace
 public void Save(GameDataWriter writer)
 {
     writer.Write(transform.localPosition);
     writer.Write(_velocity);
 }
コード例 #17
0
 public virtual void Save(GameDataWriter writer)
 {
     writer.Write(transform.localPosition);
     writer.Write(transform.localRotation);
     writer.Write(transform.localScale);
 }
コード例 #18
0
 public override void Save(GameDataWriter writer)
 {
     writer.Write(_originalScale);
     writer.Write(_duration);
     writer.Write(_dyingAge);
 }
コード例 #19
0
 public override void Save(GameDataWriter writer)
 {
     writer.Write(currentWave);
     writer.Write(waveTimeLeft);
 }
コード例 #20
0
 public override void Save(GameDataWriter writer)
 {
     writer.Write(_nextSequentialIndex);
 }
コード例 #21
0
ファイル: MainForm.cs プロジェクト: thefifthmatt/FogMod
        private void UpdateExePath()
        {
            bool   valid    = true;
            string gamePath = null;

            try
            {
                gamePath = Path.GetDirectoryName(exe.Text);
                if (exe.Text.Trim() == "" || !Directory.Exists(gamePath))
                {
                    valid = false;
                }
                string exeName = Path.GetFileName(exe.Text).ToLower();
                if (exeName == "darksoulsremastered.exe")
                {
                    game = FromGame.DS1R;
                }
                else if (exeName == "darksouls.exe")
                {
                    game = FromGame.DS1;
                }
                else
                {
                    valid = false;
                }
            }
            catch (ArgumentException)
            {
                valid = false;
            }
            if (!valid)
            {
                game = FromGame.UNKNOWN;
                restoreButton.Enabled = false;
                restoreL.Text         = "";
                language.DataSource   = defaultLang;
                language.Enabled      = false;
                return;
            }
            Properties.Settings.Default.Exe = exe.Text;
            Properties.Settings.Default.Save();
            List <string> languages = game == FromGame.DS1R ? ds1rLang : ptdeLang;

            language.DataSource = languages;
            language.Enabled    = true;
            if (languageToSet != null && languages.Contains(languageToSet))
            {
                language.SelectedIndex = languages.IndexOf(languageToSet);
                languageToSet          = null;
            }
            List <string> files = GameDataWriter.GetAllBaseFiles(game);

            if (files.Count == 0)
            {
                randb.Enabled = false;
                setStatus($@"Error: FogMod dist\{game} subdirectory is missing", true);
            }
            List <string> times = new List <string>();

            foreach (string file in files)
            {
                string path = $@"{gamePath}\{file}";
                string bak  = path + ".bak";
                if (File.Exists(bak))
                {
                    times.Add(File.GetLastWriteTime(bak).ToString("yyyy-MM-dd HH:mm:ss"));
                }
            }
            if (times.Count == 0)
            {
                restoreL.Text         = "Backups will be created with randomization";
                restoreButton.Enabled = false;
            }
            else
            {
                restoreL.Text         = $"{(files.Count == times.Count ? "Backups" : "Partial backups")} from {times.Max()}";
                restoreButton.Enabled = true;
            }
        }
コード例 #22
0
ファイル: GameDataReader.cs プロジェクト: antu3199/MizJam1
    public bool ReadBool()
    {
        bool val = GameDataWriter.GetBool(prefsIndex++.ToString());

        return(val);
    }
コード例 #23
0
 public override void Save(GameDataWriter writer)
 {
     writer.Write(loadedLevelBuildIndex);
     playerModel.Save(writer);
     inventoryModel.Save(writer);
 }
コード例 #24
0
 public abstract void Save(GameDataWriter writer);
コード例 #25
0
 public override void Save(GameDataWriter writer)
 {
     writer.Write(AngularVelocity);
 }
 public override void Save(GameDataWriter writer)
 {
     writer.Write(adultDuration);
     writer.Write(dyingDuration);
     writer.Write(dyingAge);
 }
コード例 #27
0
 public override void Save(GameDataWriter writer)
 {
     writer.Write(Offset);
     writer.Write(Frequency);
     writer.Write(previousOscillation);
 }
コード例 #28
0
ファイル: Game.cs プロジェクト: BertVerbouw/UnityProjects
 public override void Save(GameDataWriter writer)
 {
     writer.Write(shapes.Count);
     shapes.ForEach(c => { writer.Write(c.ShapeId); c.Save(writer); });
 }
コード例 #29
0
 public override void Save(GameDataWriter writer)
 {
     base.Save(writer);
     writer.Write(nextSequentialIndex);
 }
コード例 #30
0
 public override void Save(GameDataWriter writer)
 {
     GameManager.Instance.gameState.Save(writer);
 }