void Awake() { Instance = this; m_gameData = new GameData(); m_saveDataHash = new Hashtable(); SaveGameManager.LoadData(); }
private static Setting LoadSetting() { CurrentSetting = SaveGameManager.LoadData <Setting>(GameTags.SettingDataKey); if (CurrentSetting == null) { CurrentSetting = new Setting(); SaveSetting(); } return(CurrentSetting); }
private static UserStatus LoadUserStatus() { CurrentUserStatus = SaveGameManager.LoadData <UserStatus>(GameTags.UserStatusDataKey); if (CurrentUserStatus == null) { CurrentUserStatus = new UserStatus(); SaveUserStatus(); } return(CurrentUserStatus); }
private static UserInfo LoadUserinfo() { CurrentUserinfo = SaveGameManager.LoadData <UserInfo>(GameTags.UserinfoDataKey); if (CurrentUserinfo == null) { CurrentUserinfo = new UserInfo(); SaveUserInfo(); } return(CurrentUserinfo); }
protected override void OnUpdate() { var loadEntities = this._loadGroup.ToEntityArray(Allocator.TempJob); for (var e = 0; e < loadEntities.Length; e++) { if (SaveGameManager.LoadData() is SaveData playerData) { var playerEntities = this._playerGroup.ToEntityArray(Allocator.TempJob); for (var p = 0; p < playerEntities.Length; p++) { var playerEntity = playerEntities[p]; this.PostUpdateCommands.SetComponent(playerEntity, playerData.LevelComponent); this.PostUpdateCommands.SetComponent(playerEntity, playerData.HealthComponent); this.PostUpdateCommands.SetComponent(playerEntity, playerData.XPComponent); this.PostUpdateCommands.SetComponent(playerEntity, playerData.HealthStatComponent); this.PostUpdateCommands.SetComponent(playerEntity, playerData.AttackStatComponent); this.PostUpdateCommands.SetComponent(playerEntity, playerData.DefenceStatComponent); this.PostUpdateCommands.SetComponent(playerEntity, playerData.MagicStatComponent); if (playerData.ItemDataList != null) { for (var i = 0; i < playerData.ItemDataList.Count; i++) { this.LoadItem(playerData.ItemDataList[i], playerEntity); } } if (playerData.QuestDataList != null) { for (var i = 0; i < playerData.QuestDataList.Count; i++) { this.LoadQuest(playerData.QuestDataList[i]); } for (var i = 0; i < 5 - playerData.QuestDataList.Count; i++) { var genQuestEntity = this.PostUpdateCommands.CreateEntity(); this.PostUpdateCommands.AddComponent(genQuestEntity, new GenerateQuestComponent()); } } } playerEntities.Dispose(); } this.PostUpdateCommands.DestroyEntity(loadEntities[e]); } loadEntities.Dispose(); }