// Start is called before the first frame update void Start() { string scenarioName = GlobalProfile.GetCurrentSceneName(); GlobalProfile.getInstance().LoadGame(textureManager); GlobalProfile.getInstance().addItem(new InventoryItem(cenario_pista, scenarioName, textureManager.GetSpritePista(cenario_pista), cenario_desc)); GlobalProfile.getInstance().SaveGame(); //Carrega dados do cenário if (SaveGameSystem.DoesSaveGameExist("slot" + GlobalProfile.Slot + "_" + scenarioName)) { scenarioData = (ScenarioData)SaveGameSystem.LoadGame("slot" + GlobalProfile.Slot + "_" + scenarioName); if (scenarioData != null) { //Limpando os personagens e instanciando de novo foreach (Transform child in personagens_folder.transform) { GameObject.Destroy(child.gameObject); } for (int i = 0; i < scenarioData.characters.Count; i++) { GameObject character = Instantiate(personagemPrefab); character.transform.SetParent(personagens_folder.transform, false); character.GetComponent <SpeechableCharacter>().LoadData(scenarioData.characters[i], speechManager, this); } //Limpando pistas e instanciando de novo foreach (Transform child in pistas_folder.transform) { GameObject.Destroy(child.gameObject); } for (int i = 0; i < scenarioData.pistas.Count; i++) { GameObject pista = Instantiate(pistaPrefab); pista.transform.SetParent(pistas_folder.transform, false); pista.GetComponent <PistaItem>().LoadData(scenarioData.pistas[i], speechManager, this); } //Limpando exits e instanciando de novo foreach (Transform child in exits_folder.transform) { GameObject.Destroy(child.gameObject); } for (int i = 0; i < scenarioData.exits.Count; i++) { GameObject exit = Instantiate(exitPrefab); exit.transform.SetParent(exits_folder.transform, false); exit.GetComponent <ExitPoint>().LoadData(scenarioData.exits[i], this, speechManager); } } } if (GlobalProfile.getInstance().dialogIgnition != null) { speechManager.OpenText(GlobalProfile.getInstance().dialogIgnition); } //string output = JsonUtility.ToJson(CreateScenarioData(),true); //Debug.Log(output); }
public void Exit() { //TODO: Salva cenário if (data.enabled) { ScenarioData data = manager.CreateScenarioData(); bool succ = SaveGameSystem.SaveGame(data, "slot" + GlobalProfile.Slot + "_" + GlobalProfile.GetCurrentSceneName()); GlobalProfile.getInstance().SaveGame(); Cursor.SetCursor(null, hotSpot, cursorMode); manager.fadeEffect.ExitScene(this.data.exitPoint); } }
public void SaveGame() { ScenarioData data = CreateScenarioData(); bool succ = SaveGameSystem.SaveGame(data, "slot" + GlobalProfile.Slot + "_" + GlobalProfile.GetCurrentSceneName()); GlobalProfile.getInstance().SaveGame(); }