public void Update(InputHandler input, StateHandler sh) { for (int i = 0; i < saveFileCount; i++) { this.playButtons[i].Update(input); this.deleteButtons[i].Update(input); if (deleteButtons[i].clicked) { this.deleteButtons[i].clicked = false; File.Delete(this.saveDir + saveNames[i] + ".ah"); this.Reload(); } if (playButtons[i].clicked) { this.playButtons[i].clicked = false; sh.setCurState(State.GAME); ((GameState)sh.curState).UpdateSaveData(PlayerSaver.LoadPlayerSaveFile(saveNames[i])); } } backButton.Update(input); if (backButton.clicked) { backButton.clicked = false; ((MenuState)sh.curState).curScreen = "main"; } }
// // Used when moving between scenes, saves all required Infomation // public void SaveGameData() { //This is when Minigames Are Loaded, Each Attribute will be saved. ClassSaver classSaver = new ClassSaver(); string JsonPath = Application.persistentDataPath + "/Test.json"; //Save Array of Waypoints into List. WayPointChecker PointCheck; foreach (GameObject point in WayPoint) { PointCheck = point.GetComponent <WayPointChecker>(); WayPoint WayToList = new WayPoint(); WayToList.Owned = PointCheck.Owned; WayToList.OwnedBy = PointCheck.OwnedBy; WayToList.Ownable = PointCheck.Ownable; WayToList.ChestActive = PointCheck.ChestActive; WayToList.ChestSpace = PointCheck.ChestActive; classSaver.wayPointSaveList.Add(WayToList); } //Save Players Current Postition and Points/Crowns. PlayerSaver playersave = new PlayerSaver(); playersave.P1Pos = PlayerList[0].PlayerObject.GetComponent <PlayerMovement>().WayPointNumber; playersave.P1Points = PlayerList[0].Coins; playersave.P1Crowns = PlayerList[0].Crowns; playersave.P2Pos = PlayerList[1].PlayerObject.GetComponent <PlayerMovement>().WayPointNumber; playersave.P2Points = PlayerList[1].Coins; playersave.P2Crowns = PlayerList[1].Crowns; //Debug.Log(PlayerList[0].PlayerObject.GetComponent<PlayerMovement>().WayPointNumber); if (PlayerAmount == 3 || PlayerAmount == 4) { playersave.P3Pos = PlayerList[2].PlayerObject.GetComponent <PlayerMovement>().WayPointNumber; playersave.P3Points = PlayerList[2].Coins; playersave.P3Crowns = PlayerList[2].Crowns; } if (PlayerAmount == 4) { playersave.P4Pos = PlayerList[3].PlayerObject.GetComponent <PlayerMovement>().WayPointNumber; playersave.P4Points = PlayerList[3].Coins; playersave.P4Crowns = PlayerList[3].Crowns; } classSaver.savePayerPos.Add(playersave); Debug.Log("SAVING"); string JSONDATA = JsonUtility.ToJson(classSaver, true); File.WriteAllText(JsonPath, JSONDATA); }
public void Setup() { var playerSaver = new PlayerSaver("Player.data"); var mapSaver = new MapSaver("Map.data"); var botsSaver = new BotsSaver("Bots.data"); SaveSystem.AddSaver(playerSaver); SaveSystem.AddSaver(mapSaver); SaveSystem.AddSaver(botsSaver); }
private void getSaveData(String dir) { for (int i = 0; i < this.saveFileCount; i++) { this.saveNames.Add(saveFilePaths[i].Split(new String[] { "My Games/Afterhour/" }, StringSplitOptions.None)[1].Split(new char[] { '.' })[0]); SaveData tempData = PlayerSaver.LoadPlayerSaveFile(saveNames[i]); this.saveLevels.Add(tempData.worldData.curLevel); //System.Diagnostics.Debug.WriteLine("Name " + (i+1) + ": " + saveNames[i] + " Level: " + saveLevels[i]); } }
private void UpdateCharStats(InputHandler input, StateHandler sh) { nextButton2.Update(input); backButton2.Update(input); for (int i = 0; i < statCount; i++) { plusBoxes[i].Update(input); minusBoxes[i].Update(input); if (plusBoxes[i].clicked) { plusBoxes[i].clicked = false; if (remainingPoints > 0) { statValues[i]++; remainingPoints--; } } else if (minusBoxes[i].clicked) { minusBoxes[i].clicked = false; if (statValues[i] > 10) { statValues[i]--; remainingPoints++; } } statIcons[i].Update(input); } if (backButton2.clicked) { backButton2.clicked = false; this.curStep = "character"; } if (nextButton2.clicked) { nextButton2.clicked = false; if (remainingPoints == 0) { PlayerSaver.SaveNewGame(new CharData(this.nameBox.text, this.genderBoxes.curSelectedID, this.hairstyleList.curElementID, this.manaColorSlider.curColor, this.skinColorSlider.curColor, this.hairColorSlider.curColor, this.shirtColorSlider.curColor), this.statValues); sh.setCurState(State.GAME); ((GameState)sh.curState).UpdateSaveData(PlayerSaver.LoadPlayerSaveFile(this.nameBox.text)); } } }