public void Load() { // Don't forget to stop listening to events before un-initializing. WalletManager.balanceChanged -= OnCoinBalanceChanged; GameFoundation.Uninitialize(); GameFoundation.Initialize(m_DataLayer, OnGameFoundationInitialized, Debug.LogError); }
public void Load() { // Don't forget to stop listening to events before un-initializing. InventoryManager.itemAdded -= OnInventoryItemChanged; InventoryManager.itemRemoved -= OnInventoryItemChanged; GameFoundation.Uninitialize(); GameFoundation.Initialize(mDataLayer, OnGameFoundationInit, Debug.LogError); }
/// <summary> /// This will uninitialize game foundation and re-initialize it with data from the save file. /// This will set the current state of inventories and stats to be what's within the save file. /// </summary> public void Load() { // Don't forget to stop listening to events before uninitializing. InventoryManager.onInventoryAdded -= RefreshUI; InventoryManager.onInventoryRemoved -= RefreshUI; GameFoundation.Uninitialize(); GameFoundation.Initialize(m_DataLayer, OnGameFoundationInitialized, Debug.LogError); }
/// <summary> /// Uninitializes Game Foundation, deletes persistence data, then reinitializes Game Foundation. /// Note: Because Game Foundation is initialized again, all Initial Allocation items will be added again. /// </summary> public void DeleteAndReinitializeGameFoundation() { GameFoundation.Uninitialize(); m_LocalPersistence.Delete(InitializeGameFoundation); }