コード例 #1
0
 public static void DeleteData(RoomObject roomToDelete)
 {
     if (SaveGame.Exists(roomToDelete.name, SaveGamePath.RoomDataPath))
     {
         SaveGame.Delete(roomToDelete.name, SaveGamePath.RoomDataPath);
     }
 }
コード例 #2
0
    /// <summary>
    /// Load saved game
    /// </summary>
    /// <returns></returns>
    public bool Load()
    {
        try
        {
            if (SaveGame.Exists("money"))
            {
                isSaveLoad        = true;
                SaveGame.SavePath = SaveGamePath.PersistentDataPath;

                money      = SaveGame.Load <float>("money");
                population = SaveGame.Load <int>("population");
                taxes      = SaveGame.Load <float>("taxes");

                indices        = SaveGame.Load <int[]>("ids");
                indicesPrefabs = SaveGame.Load <int[]>("indexPrefabs");
                pos            = SaveGame.Load <Vector3[]>("pos");
                return(true);
            }
            return(false);
        }
        catch
        {
            return(false);
        }
    }
コード例 #3
0
    /// <summary>
    /// Loads local saves.
    /// </summary>
    /// <returns></returns>
    private Dictionary <string, string> LoadLocal()
    {
        if (!SaveGame.Exists(SaveId))
        {
            Logger.Log("No saves found");

            return(new Dictionary <string, string>());
        }

        Dictionary <string, string> saves = null;

        Logger.Log("Loading save");

        saves = SaveGame.Load(SaveId, Saves, Encode,
                              EncodePassword, SaveGame.Serializer,
                              SaveGame.Encoder, Encoding, SavePath);

        var saveMessageBuilder = new StringBuilder($"Loaded values: {Environment.NewLine}");

        foreach (KeyValuePair <string, string> save in saves)
        {
            saveMessageBuilder.Append($"{save.Key}: {save.Value}");
        }

        Logger.Log(saveMessageBuilder.ToString());

        return(saves);
    }
コード例 #4
0
 void Start()
 {
     if (SaveGame.Exists("highScore"))
     {
         m_GameHighScore = SaveGame.Load <int>("highScore");
     }
 }
コード例 #5
0
    void Start()
    {
        background_music_game.Stop();
        UC = GameObject.Find("Upgrade_UI").GetComponent <UpgradeController>();
        // SaveGame.Clear();

        if (SaveGame.Exists("ship_fire_rate"))
        {
            ship_fire_rate = SaveGame.Load <float>("ship_fire_rate");
        }
        else
        {
            ship_fire_rate = 0.0075f;
        }

        if (SaveGame.Exists("ship_fire_power"))
        {
            ship_fire_power = SaveGame.Load <float>("ship_fire_power");
        }
        else
        {
            ship_fire_power = 200.00f;
        }

        coins_multiplier = UC.Load_int("_coin_multiplier");
        coins_daily      = UC.Load_int("_coin_daily");

        currentLevel = UC.Load_int("currentLevel");
        coins        = UC.Load_int("coins");
    }
コード例 #6
0
    public void LoadSave()
    {
        //       SaveGame.Clear();
        if (SaveGame.Exists("PlayerData"))
        {
            state = SaveGame.Load <PlayerData>("PlayerData");
            //          Debug.Log("Staty: " + state.ToString());
        }
        else
        {
            state = new PlayerData();
        }
        //      Screen.sleepTimeout = SleepTimeout.NeverSleep;

        // Init score list
        while (state.score.Count < state.levelReached)
        {
            state.score.Add(0);
        }
        currentLevel  = 0;
        scenesInBuild = new List <string>();
        for (int i = 3; i < SceneManager.sceneCountInBuildSettings; i++)
        {
            string scenePath = SceneUtility.GetScenePathByBuildIndex(i);
            int    lastSlash = scenePath.LastIndexOf("/");
            scenesInBuild.Add(scenePath.Substring(lastSlash + 1, scenePath.LastIndexOf(".") - lastSlash - 1));
        }
    }
コード例 #7
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 public void resetLeaderboardData()
 {
     if (SaveGame.Exists(this.scoreKey))
     {
         SaveGame.Clear();
     }
 }
コード例 #8
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    void loadWeapon()
    {
        GameObject player_ui;
        string     selected_weapon = "";

        if (SaveGame.Exists("selectedWeapon"))
        {
            selected_weapon = SaveGame.Load <string>("selectedWeapon");
            foreach (var item in extra_weapons)
            {
                if (item.name == selected_weapon)
                {
                    weapon_equiped = item;
                    break;
                }
            }
        }
        else
        {
            weapon_equiped = extra_weapons[0];
        }

        player_ui = GameObject.Find("Player");
        GameObject instantiated_weapon_equiped = Instantiate(weapon_equiped, player_ui.transform);

        instantiated_weapon_equiped.transform.SetParent(player_ui.transform);
    }
コード例 #9
0
 private void LoadData()
 {
     if (SaveGame.Exists(IDENTIFIER))
     {
         _playerData = SaveGame.Load(IDENTIFIER, new PlayerData(), true);
     }
 }
コード例 #10
0
    public static void Init()
    {
        if (ins != null)
        {
                        #if TEST
            Debug.LogError("Đã Init DataManager rồi");
                        #endif
            return;
        }
        // --- Clear Data --- //
//		QuickSaveRoot.Delete (MyConstant.rootSaveName);
        // ------------------ //
        if (SaveGame.Exists(MyConstant.rootSaveName))
        {
                        #if TEST
            Debug.Log(">>> Load DataManager <<<");
                        #endif
            LoadData();
        }
        else
        {
                        #if TEST
            Debug.Log(">>> Create New DataManager <<<");
                        #endif
            SaveData();
        }
    }
コード例 #11
0
        public void LoadTests()
        {
            // Null identifier
            Assert.Catch(() =>
            {
                SaveGame.Load <string> (null, "");
            });

            // Empty identifier
            Assert.Catch(() =>
            {
                SaveGame.Load <string> ("", "");
            });

            // Simple save/load
            SaveGame.Save <string> ("test/load", "saved");
            Assert.IsTrue(SaveGame.Exists("test/load"));
            Assert.AreEqual(SaveGame.Load <string> ("test/load", "not saved"), "saved");

            // Reset to default
            Assert.IsFalse(SaveGame.Exists("test/load2"));
            Assert.AreEqual(SaveGame.Load <string> ("test/load2", "not saved"), "not saved");

            // Clear at end
            SaveGame.Clear();
        }
コード例 #12
0
 private void LoadData()
 {
     if (SaveGame.Exists(_saveDataIdentifier))
     {
         _isPushNotificationsEnable = SaveGame.Load(_saveDataIdentifier, false);
     }
 }
コード例 #13
0
 public CurrencyData GetCurrencyData()
 {
     if (!SaveGame.Exists("currency"))
     {
         return(new CurrencyData());
     }
     return(SaveGame.Load <CurrencyData>("currency"));
 }
コード例 #14
0
 void OnSceneLoaded(UnityEngine.SceneManagement.Scene scene, UnityEngine.SceneManagement.LoadSceneMode mode)
 {
     if (!SaveGame.Exists("saved") && SceneManager.GetActiveScene().buildIndex - 1 == 0)
     {
         startpoint         = GameObject.FindGameObjectWithTag("StartPoint");
         transform.position = startpoint.transform.position;
     }
 }
コード例 #15
0
ファイル: Load_Slot.cs プロジェクト: hakkiuzel/Symptom
 // Start is called before the first frame update
 void Start()
 {
     if (SaveGame.Exists("transform"))
     {
         NewGameBtn.SetActive(false);
         ContinueBtn.SetActive(true);
     }
 }
コード例 #16
0
 public ItemContainer LoadInventory()
 {
     if (!SaveGame.Exists("inventory"))
     {
         return(new ItemContainer());
     }
     return(SaveGame.Load <ItemContainer>("inventory"));
 }
コード例 #17
0
 public void ClearTests()
 {
     // Clear all
     SaveGame.Save <string> ("test/clear", "saved");
     SaveGame.Clear();
     Assert.IsFalse(SaveGame.Exists("test/clear"));
     Assert.AreEqual(SaveGame.Load <string> ("test/clear", "not saved"), "not saved");
 }
コード例 #18
0
ファイル: QuestItem.cs プロジェクト: axl-parangan/thesisRPG
 // Use this for initialization
 void Start()
 {
     if (SaveGame.Exists(questcomplete))
     {
         Load();
     }
     pc = FindObjectOfType <PlayerController> ();
 }
コード例 #19
0
 void OnSceneLoaded(UnityEngine.SceneManagement.Scene scene, UnityEngine.SceneManagement.LoadSceneMode mode)
 {
     if (!SaveGame.Exists("currenthp"))
     {
         playerCurrentHealth = 50;
         playerMaxHealth     = 50;
     }
 }
コード例 #20
0
ファイル: FTUE_Manager.cs プロジェクト: eliasbenur/A5_Project
 public void DebugFTUE_DATA()
 {
     if (SaveGame.Exists("FTUE"))
     {
         FTUE ftue_tmp = SaveGame.Load <FTUE>("FTUE");
         Debug.Log("FTUE 1: " + ftue_tmp.FTUE_1_done + " / FTUE 2: " + ftue_tmp.FTUE_2_done + " / FTUE 3: " + ftue_tmp.FTUE_3_done);
     }
 }
コード例 #21
0
ファイル: PlayerLevelStats.cs プロジェクト: AshIrvin/Cubey
        public void SaveLevel(int _levelNo, float _time, int _star, int _items, int _jumped, int _restarted, int _score)
        {
            var chapter     = MainMenuManager.Instance.chapter.ToString("0");
            var levelString = chapter + levelNo.ToString("00");

            if (int.TryParse(levelString, out _levelNo))
            {
                if (SaveGame.Exists("Level" + _levelNo))
                {
                    time = CheckBest(
                        SaveGame.Load <float>("Level" + levelNo + "/Time", t),
                        _time);

                    star = (int)CheckBest(
                        SaveGame.Load <int>("Level" + levelNo + "/Star", s),
                        _star);

                    items = (int)CheckBest(
                        SaveGame.Load <int>("Level" + levelNo + "/Items", i),
                        _items);

                    jumped = (int)CheckBest(
                        SaveGame.Load <int>("Level" + levelNo + "/Jumped", j),
                        _jumped);

                    restarted = (int)CheckBest(
                        SaveGame.Load <int>("Level" + levelNo + "/Restarted", r),
                        _restarted);
                    score = (int)CheckBest(
                        SaveGame.Load <int>("Level" + levelNo + "/Score", sc),
                        _score);

                    SaveLevelStats(time, star, items, jumped, restarted, score);
                }
                else
                {
                    PlayerLevelStats playerLevelStats = new PlayerLevelStats
                    {
                        time      = _time,
                        star      = _star,
                        items     = _items,
                        jumped    = _jumped,
                        restarted = _restarted,
                        score     = _score
                    };
                }
            }

            print("2b. Saved levelStats. Level: " + _levelNo + ", Time: " + _time + ", star: " + _star + ", items: " + _items +
                  ", jumped: " + _jumped + ", restarted: " + _restarted + ", score: " + _score);

            SaveGame.Save("Level" + _levelNo + "/Time", _time);
            SaveGame.Save("Level" + _levelNo + "/Star", _star);
            SaveGame.Save("Level" + _levelNo + "/Items", _items);
            SaveGame.Save("Level" + _levelNo + "/Jumped", _jumped);
            SaveGame.Save("Level" + _levelNo + "/Restarted", _restarted);
            SaveGame.Save("Level" + _levelNo + "/Score", _score);
        }
コード例 #22
0
        void Awake()
        {
            if (m_Singleton != null)
            {
                Destroy(gameObject);
                return;
            }
            SaveGame.Serializer = new SaveGameBinarySerializer();
            m_Singleton         = this;
            m_Score             = 0f;

            if (SaveGame.Exists("coin"))
            {
                m_Coin.Value = SaveGame.Load <int>("coin");
            }
            else
            {
                m_Coin.Value = 0;
            }
            if (SaveGame.Exists("audioEnabled"))
            {
                SetAudioEnabled(SaveGame.Load <bool>("audioEnabled"));
            }
            else
            {
                SetAudioEnabled(true);
            }
            if (SaveGame.Exists("lastScore"))
            {
                m_LastScore = SaveGame.Load <float>("lastScore");
            }
            else
            {
                m_LastScore = 0f;
            }
            if (SaveGame.Exists("highScore"))
            {
                m_HighScore = SaveGame.Load <float>("highScore");
            }
            else
            {
                m_HighScore = 0f;
            }

            RedCharacter.LocalPlayerSpawned += () =>
            {
                RedCharacter.Local.IsDead.AddEventAndFire(UpdateDeathEvent, this);

                m_CameraController?.Follow(RedCharacter.Local.transform);
                RespawnMainCharacter();
            };

            RedCharacter.OnTargetChanged += () =>
            {
                StartCoroutine("UpdateTracking");
            };
        }
コード例 #23
0
ファイル: ExtraWeapons.cs プロジェクト: chrifts/spaceship
    public void Load_weapon_data()
    {
        if (SaveGame.Exists(w_name + "_power"))
        {
            power = SaveGame.Load <float>(w_name + "_power");
        }
        else
        {
            power = 200;
        }

        if (SaveGame.Exists(w_name + "_rate"))
        {
            rate = SaveGame.Load <float>(w_name + "_rate");
        }
        else
        {
            rate = 1;
        }

        if (SaveGame.Exists(w_name + "_power_cost"))
        {
            power_cost = SaveGame.Load <int>(w_name + "_power_cost");
        }
        else
        {
            power_cost = 1000;
        }

        if (SaveGame.Exists(w_name + "_rate_cost"))
        {
            rate_cost = SaveGame.Load <int>(w_name + "_rate_cost");
        }
        else
        {
            rate_cost = 1000;
        }

        if (SaveGame.Exists(w_name + "_power_level"))
        {
            power_level = SaveGame.Load <int>(w_name + "_power_level");
        }
        else
        {
            power_level = 1;
        }

        if (SaveGame.Exists(w_name + "_rate_level"))
        {
            rate_level = SaveGame.Load <int>(w_name + "_rate_level");
        }
        else
        {
            rate_level = 1;
        }
    }
コード例 #24
0
    public CharacterData LoadCharacters()
    {
        if (!SaveGame.Exists("characters"))
        {
            return(new CharacterData());
        }
        var data = SaveGame.Load <CharacterData>("characters");

        return(data);
    }
コード例 #25
0
 void Start()
 {
     DontDestroyOnLoad(gameObject);
     if (SaveGame.Exists("scene"))
     {
         if (SaveGame.Load <string> ("scene") != "UnityRPG")
         {
             SceneManager.LoadScene(SaveGame.Load <string> ("scene"));
         }
     }
 }
コード例 #26
0
ファイル: PlayerStats.cs プロジェクト: axl-parangan/thesisRPG
 void OnSceneLoaded(UnityEngine.SceneManagement.Scene scene, UnityEngine.SceneManagement.LoadSceneMode mode)
 {
     if (!SaveGame.Exists("lvl"))
     {
         currentHP      = HPLevels [1];
         currentAttack  = attackLevels [1];
         currentDefense = defenseLevels [1];
         currentLevel   = 1;
         currentExp     = 0;
     }
 }
コード例 #27
0
ファイル: Menu.cs プロジェクト: axl-parangan/thesisRPG
 //public GameObject player;
 // Use this for initialization
 void Start()
 {
     if (SaveGame.Exists("lvl") && load != null)
     {
         load.interactable = true;
     }
     else if (load != null)
     {
         load.interactable = false;
     }
 }
コード例 #28
0
 public int Load_int(string data)
 {
     if (SaveGame.Exists(data))
     {
         return(SaveGame.Load <int>(data));
     }
     else
     {
         return(1);
     }
 }
コード例 #29
0
ファイル: FTUE_Manager.cs プロジェクト: eliasbenur/A5_Project
 public void resetFTUE_DATA()
 {
     if (SaveGame.Exists("FTUE"))
     {
         FTUE ftue_tmp = SaveGame.Load <FTUE>("FTUE");
         ftue_tmp.FTUE_1_done = false;
         ftue_tmp.FTUE_2_done = false;
         ftue_tmp.FTUE_3_done = false;
         SaveGame.Save <FTUE>("FTUE", ftue_tmp);
     }
 }
コード例 #30
0
 public float Load_float(string data)
 {
     if (SaveGame.Exists(data))
     {
         return(SaveGame.Load <float>(data));
     }
     else
     {
         return(1);
     }
 }