// Load the inventory from the global save data struct to this instance public bool loadFromDisk(string owner) { var slot = SaveDataScript.inventory_owner_to_slot(owner); _items = SaveDataScript.save_data.item_inventory[slot]; return(true); }
/** * Load a map from a file * @param filename name of the file relative to the "Assets/Resources" folder */ public void loadMap(string filename) { var map_color = filename.Substring(0, filename.IndexOf('_')); var map_index = SaveDataScript.map_to_slot(map_color); _tileMapData = SaveDataScript.save_data.map_data[map_index]; }
/* * This method is called before leaving the scene. * It shows the player and enables movement for the overworld player object. * After that it sets the player's sceneload data to the correct source and destination */ protected override void prepare_to_leave_scene(string destination, string source) { // save rupees var save_index = SaveDataScript.map_to_slot(dungeon_color); var rupees = SaveDataScript.save_data.dungeon_data[save_index]; GameObject[] g = GameObject.FindGameObjectsWithTag("Rupee"); for (int i = 0; i < g.Length; i++) { RupeeSaveData save_data; save_data.id = g[i].GetComponent <CurrencyMain>().id; save_data.picked_up = g[i].GetComponent <CurrencyMain>().picked_up; rupees[i] = save_data; } SaveDataScript.save(); // prepare player to leave _player.GetComponent <PlayerController>().enabled = true; _player.gameObject.GetComponent <Collider>().enabled = true; _player.gameObject.GetComponent <PauseMenuScript>().enabled = true; _player.gameObject.transform.Find("Camera").gameObject.SetActive(true); _player.gameObject.transform.Find("spriteU").gameObject.SetActive(true); _player.gameObject.transform.Find("spriteD").gameObject.SetActive(true); _player.gameObject.transform.Find("spriteR").gameObject.SetActive(true); _player.gameObject.transform.Find("spriteL").gameObject.SetActive(true); //DEBUG JUMP PLAYER SO THEY DON'T TELEPORT RIGHT AWAY _player.gameObject.transform.position += new Vector3(1f, 0f, 0f); }
void OnMouseUp() { if (newGame) { // clear the old save data if (!Directory.Exists(".\\Assets\\Resources") && File.Exists(".\\Assets\\Resources\\save_data.bin")) { File.Delete(".\\Assets\\Resources\\save_data.bin"); } SaveDataScript.save_data = new SaveDataScript.SaveData(); world_generator = gameObject.AddComponent <WorldGenerator>(); schedule_generator = gameObject.AddComponent <ScheduleGenerator>(); var map_width = 50; var map_height = 50; world_generator.generate_world("red_overworld", map_width, map_height); world_generator.generate_world("blue_overworld", map_width, map_height); world_generator.generate_world("green_overworld", map_width, map_height); world_generator.generate_world("purple_overworld", map_width, map_height); world_generator.generate_world("yellow_overworld", map_width, map_height); schedule_generator.generate_schedule(); Application.LoadLevel("StartingPortalRoom"); } if (loadGame) { var loaded = SaveDataScript.load(); if (loaded) { Application.LoadLevel("StartingPortalRoom"); } } if (addPlayer) { GameObject.FindGameObjectWithTag("Player").GetComponent <PauseMenuScript>().hostNetwork(); } if (enterAddress) { Application.LoadLevel("ServerConnect"); } if (connect) { man.networkAddress = GameObject.FindGameObjectWithTag("Text").GetComponent <Text>().text; Debug.Log("Adding player 2"); Application.LoadLevel("NSceneGenTest"); } if (back) { Destroy(GameObject.FindGameObjectWithTag("Player")); Application.LoadLevel("MainMenu"); } if (exit) { Application.Quit(); } }
void Start() { SaveDataObj = GameObject.Find( "SaveData" ); SaveDataScript = SaveDataObj.GetComponent<SaveDataScript>(); UpdateButtonText(); }
void Start() { // get the name of this level myLevelScoreData.LevelName = ActiveSceneManager.GetSceneName(); // load score and level data SaveDataScript.Load(); // chech if this level already exsists in the list of levels bool foundLevel = false; foreach (SaveDataScript.LevelScoreData levelData in SaveDataScript.MySaveData.levelScoreDataSet) { if (myLevelScoreData.LevelName == levelData.LevelName) { foundLevel = true; myLevelScoreData = levelData; break; } } // if we dont find this levels data create a new one if (!foundLevel) { SaveDataScript.MySaveData.levelScoreDataSet.Add(myLevelScoreData); } // set this level to last completed * change this to last attempted?* SaveDataScript.MySaveData.LastCompletedLevel = myLevelScoreData.LevelName; // save data SaveDataScript.Save(); }
void Start() { //switch( currentButtonState ) //{ //case ButtonState.Available: //gameObject.GetComponent<Image>().sprite = AvailableImage; ////SaveDataObjScript.MusicSetOneState = 0; //SetToggle.interactable = false; //this.GetComponent<Button>().interactable = true; //PriceText.text = SetPrice.ToString(); //break; //case ButtonState.NotAvailable: //gameObject.GetComponent<Image>().sprite = NotAvailableImage; //SetToggle.interactable = false; //this.GetComponent<Button>().interactable = false; //PriceText.text = "N/A"; //break; //case ButtonState.Purchased: ////gameObject.GetComponent<Image>().sprite = PurchasedImage; //SetToggle.interactable = true; //this.GetComponent<Button>().interactable = false; //PriceText.text = "PURCHASED"; //break; //} ControllerObjectScript = GameObject.Find( "BGMusicMenu" ).GetComponent<BGMusicSetController>(); SaveDataObj = GameObject.Find( "SaveData" ); SaveDataObjScript = SaveDataObj.GetComponent<SaveDataScript>(); }
// Save the inventory to disk public void saveToDisk(string owner) { var slot = SaveDataScript.inventory_owner_to_slot(owner); SaveDataScript.save_data.item_inventory[slot] = _items; SaveDataScript.save(); }
public void AddLevelDataset(string name) { SaveDataScript.LevelScoreData newLevelScoreData = new SaveDataScript.LevelScoreData(); newLevelScoreData.LevelName = name; SaveDataScript.MySaveData.levelScoreDataSet.Add(newLevelScoreData); SaveDataScript.Save(); }
void Start() { SaveDataObj = GameObject.Find("SaveData"); SaveDataScript = SaveDataObj.GetComponent <SaveDataScript>(); UpdateButtonText(); }
void Start() { //switch( currentButtonState ) //{ //case ButtonState.Available: //gameObject.GetComponent<Image>().sprite = AvailableImage; ////SaveDataObjScript.MusicSetOneState = 0; //SetToggle.interactable = false; //this.GetComponent<Button>().interactable = true; //PriceText.text = SetPrice.ToString(); //break; //case ButtonState.NotAvailable: //gameObject.GetComponent<Image>().sprite = NotAvailableImage; //SetToggle.interactable = false; //this.GetComponent<Button>().interactable = false; //PriceText.text = "N/A"; //break; //case ButtonState.Purchased: ////gameObject.GetComponent<Image>().sprite = PurchasedImage; //SetToggle.interactable = true; //this.GetComponent<Button>().interactable = false; //PriceText.text = "PURCHASED"; //break; //} ControllerObjectScript = GameObject.Find("BGMusicMenu").GetComponent <BGMusicSetController>(); SaveDataObj = GameObject.Find("SaveData"); SaveDataObjScript = SaveDataObj.GetComponent <SaveDataScript>(); }
// Start is called before the first frame update void Start() { spRenderer = GetComponentInChildren <SpriteRenderer>(); saver = GameObject.FindGameObjectsWithTag("SaveObject")[0].GetComponent <SaveDataScript>(); tmp = GetComponentInChildren <TextMeshPro>(); tmp.alpha = 0; player = GameObject.FindGameObjectsWithTag("Player")[0].GetComponent <Player>(); }
void Start() { SaveDataObj = GameObject.Find("SaveData"); SaveDataScript = SaveDataObj.GetComponent <SaveDataScript>(); UpdateButtonImage(); ColorToggleSprite = GetComponent <Image>(); }
void Start() { SaveDataObj = GameObject.Find( "SaveData" ); SaveDataScript = SaveDataObj.GetComponent<SaveDataScript>(); UpdateButtonImage(); AssistToggleSprite = GetComponent<Image>(); }
void Start() { GameManager = GameObject.FindGameObjectWithTag("GM"); SDS = GameManager.GetComponent <SaveDataScript> (); SS = GameManager.GetComponent <ScoreScript> (); HighScore = SDS.GetHighScore(); Score = SS.GetScore(); ScoreText.text = "Score\n" + Score.ToString(); CheckForHighScore(); }
void Start() { NSController = GameObject.Find("MultiplierCanvas").GetComponent <NoteStreakControllerScript>(); Section = 0; Song = GameObject.FindGameObjectWithTag("SongObject"); //LeftHand = GameObject.FindGameObjectWithTag( "LeftHand" ); SongProgressionManagerObj = GameObject.Find("SongProgressionManager"); // Find and assign the save data manager object and script SaveDataManagerObj = GameObject.Find("SaveData"); SaveDataManagerScript = SaveDataManagerObj.GetComponent <SaveDataScript>(); }
void Start() { NSController = GameObject.Find( "MultiplierCanvas" ).GetComponent<NoteStreakControllerScript>(); Section = 0; Song = GameObject.FindGameObjectWithTag( "SongObject" ); //LeftHand = GameObject.FindGameObjectWithTag( "LeftHand" ); SongProgressionManagerObj = GameObject.Find( "SongProgressionManager" ); // Find and assign the save data manager object and script SaveDataManagerObj = GameObject.Find( "SaveData" ); SaveDataManagerScript = SaveDataManagerObj.GetComponent<SaveDataScript>(); }
//keep object persistent void Start() { DontDestroyOnLoad(this.gameObject); SongProgressionManagerObj = GameObject.Find("SongProgressionManager"); SongProgressionScript = SongProgressionManagerObj.GetComponent <SongProgressionManagerScript>(); SaveDataObj = GameObject.Find("SaveData"); SaveDataScript = SaveDataObj.GetComponent <SaveDataScript>(); CurrencyCanvas = GameObject.Find("CurrencyCanvas"); CurrencyCanvasScript = CurrencyCanvas.GetComponent <PlayerCashTextScript>(); }
/** * Serialize the map data to disk * @param filename name of the file relative to the "Assets/Resources" folder */ public void saveToDisk(string filename) { var map_color = filename.Substring(0, filename.IndexOf('_')); var map_index = SaveDataScript.map_to_slot(map_color); SaveDataScript.save_data.map_data[map_index] = this; SaveDataScript.save(); /*IFormatter formatter = new BinaryFormatter(); * Stream stream = new FileStream(".\\Assets\\Resources\\" + filename, FileMode.Create, FileAccess.Write, FileShare.None); * formatter.Serialize(stream, this); * stream.Close(); */ }
public void AddScore(string name) { //newScoreData.scoreName = name; //scoreDataset.Add(newScoreData); //scoreDataset.Sort(SortFunc); newScoreData.scoreName = name; SaveDataScript.MySaveData.levelScoreDataSet[levelIndex].scoreDataset.Add(newScoreData); SaveDataScript.MySaveData.levelScoreDataSet[levelIndex].scoreDataset.Sort(SortFunc); if (SaveDataScript.MySaveData.levelScoreDataSet[levelIndex].scoreDataset.Count > displayNum) { SaveDataScript.MySaveData.levelScoreDataSet[levelIndex].scoreDataset.RemoveRange(6, SaveDataScript.MySaveData.levelScoreDataSet[levelIndex].scoreDataset.Count - 6); } displayText.text = DisplayScores(); myMenuManager.HidePanel("CharacterInput"); SaveDataScript.Save(); }
void Start() { GameManager = GameObject.FindGameObjectWithTag("GM"); SDS = GameManager.GetComponent <SaveDataScript> (); SS = GameManager.GetComponent <ScoreScript> (); HighScore = SDS.GetHighScore(); HSText.text = "Best\n" + HighScore.ToString(); if (AudioListener.volume == 0) { SoundButton.image.overrideSprite = SoundOffButtonImage; SoundImage.overrideSprite = SoundOffImage; } else { SoundButton.image.overrideSprite = SoundOnButtonImage; SoundImage.overrideSprite = SoundOnImage; } }
public void Start() { myMenuManager = GetComponentInParent <MenuGeneric>(); SaveDataScript.Load(); // find the last completed level and get its index when completing a level if (!DisplayOnly) { //Debug.Log("x"); levelIndex = GetLevelIndex(SaveDataScript.MySaveData.LastCompletedLevel); if (levelIndex < 0) { // create a new level dataset AddLevelDataset(SaveDataScript.MySaveData.LastCompletedLevel); levelIndex = GetLevelIndex(SaveDataScript.MySaveData.LastCompletedLevel); } } else { levelIndex = GetLevelIndex(selectedLevel); } //sort the level's data set //Debug.Log(SaveDataScript.MySaveData.levelScoreDataSet.Count); if (levelIndex < SaveDataScript.MySaveData.levelScoreDataSet.Count && levelIndex >= 0) { //Debug.Log("y"); SaveDataScript.MySaveData.levelScoreDataSet[levelIndex].scoreDataset.Sort(SortFunc); if (!DisplayOnly) { //Debug.Log("Z"); CheckAddScore(); } displayText.text = DisplayScores(); } }
void Start() { animator = GetComponentInChildren <Animator>(); rigidbody2d = GetComponent <Rigidbody2D>(); playerRenderer = GetComponentInChildren <SpriteRenderer>(); saver = GameObject.FindGameObjectsWithTag("SaveObject")[0].GetComponent <SaveDataScript>(); LoadData(saver.LoadData()); Debug.Log("Start"); //stats = new StatsStruct(PlayerStats.insight, PlayerStats.prowess, PlayerStats.strength); var type = PlayerClass.getClassSkill(playerClass); Skill skillCl = (Skill)gameObject.AddComponent(type); EquipSkill(skillCl, false); //constants uiController.SetLevelText(level); uiController.changeXp(0, 0, ReqXp); camOffset = new Vector3(0, 0, Camera.main.transform.position.z); UpdateStats(); }
private void Start() { saver = GameObject.FindGameObjectsWithTag("SaveObject")[0].GetComponent <SaveDataScript>(); }
//keep object persistent void Start() { DontDestroyOnLoad( this.gameObject ); SongProgressionManagerObj = GameObject.Find( "SongProgressionManager" ); SongProgressionScript = SongProgressionManagerObj.GetComponent<SongProgressionManagerScript>(); SaveDataObj = GameObject.Find( "SaveData" ); SaveDataScript = SaveDataObj.GetComponent<SaveDataScript>(); CurrencyCanvas = GameObject.Find( "CurrencyCanvas" ); CurrencyCanvasScript = CurrencyCanvas.GetComponent<PlayerCashTextScript>(); }
/* * This method is called when the player loads into the scene. * First it hides and disables movement for the overworld player object. * Next it sets the destination of all portals in the scene to wherever the player came from. * After that it can set the values of currency and keys that open doors (nothing to be done for the templatescene) */ protected override void prepare_scene(string destination, string source) { _player.gameObject.GetComponent <PlayerController>().enabled = false; _player.gameObject.GetComponent <Collider>().enabled = false; _player.gameObject.GetComponent <PauseMenuScript>().enabled = false; _player.gameObject.transform.Find("Camera").gameObject.SetActive(false); _player.gameObject.transform.Find("spriteU").gameObject.SetActive(false); _player.gameObject.transform.Find("spriteD").gameObject.SetActive(false); _player.gameObject.transform.Find("spriteR").gameObject.SetActive(false); _player.gameObject.transform.Find("spriteL").gameObject.SetActive(false); dungeon_color = destination.Substring(0, destination.IndexOf('_')); // figure out what rupees to place var save_index = SaveDataScript.map_to_slot(dungeon_color); var rupees = SaveDataScript.save_data.dungeon_data[save_index]; var rupee_game_objects = FindObjectsOfType(typeof(CurrencyMain)) as CurrencyMain[]; foreach (var rupee in rupees) { foreach (var game_object in rupee_game_objects) { if (rupee.id == game_object.id) { if (rupee.picked_up) { game_object.GetComponent <MeshRenderer>().enabled = false; game_object.picked_up = true; } } } } foreach (PortalScript p in (FindObjectsOfType(typeof(PortalScript))) as PortalScript[]) { p.destination = source; p.source = destination; } var first_door = GameObject.Find("Door").GetComponent <DoorMain>(); var second_door = GameObject.Find("Door2").GetComponent <DoorMain>(); string source_color = source.Substring(0, source.IndexOf('_')); if (source_color == "red") { first_door.keyID = 101; second_door.keyID = 102; first_door.gameObject.GetComponent <MeshRenderer>().material = red; second_door.gameObject.GetComponent <MeshRenderer>().material = red; Platypus.color = new Color(1f, 77f / 255f, 77f / 255f); } else if (source_color == "blue") { first_door.keyID = 201; second_door.keyID = 202; first_door.gameObject.GetComponent <MeshRenderer>().material = blue; second_door.gameObject.GetComponent <MeshRenderer>().material = blue; Platypus.color = new Color(77f / 255, 85f / 255f, 255f / 255f); } else if (source_color == "green") { first_door.keyID = 301; second_door.keyID = 302; first_door.gameObject.GetComponent <MeshRenderer>().material = green; second_door.gameObject.GetComponent <MeshRenderer>().material = green; Platypus.color = new Color(16f / 255, 180f / 255f, 11f / 255f); } else if (source_color == "yellow") { first_door.keyID = 401; second_door.keyID = 402; first_door.gameObject.GetComponent <MeshRenderer>().material = yellow; second_door.gameObject.GetComponent <MeshRenderer>().material = yellow; Platypus.color = new Color(230f / 255f, 1f, 77f / 255f); } else if (source_color == "purple") { first_door.keyID = 501; second_door.keyID = 502; first_door.gameObject.GetComponent <MeshRenderer>().material = purple; second_door.gameObject.GetComponent <MeshRenderer>().material = purple; Platypus.color = new Color(146f / 255f, 20f / 255f, 212f / 255f); } }
/** * Save the database to disk * @param filename - name of file on disk */ public void saveToDisk(string filename) { SaveDataScript.save_data.schedule = this; SaveDataScript.save(); }