コード例 #1
0
 public void NameOnEndEdit(string n)
 {
     _hs.Name = n;
     _myTransform.Find("ipName").GetComponent <InputField>().interactable = false;
     L[_rank - 1] = _hs;
     GameData.current.HiScores = L;
     SaveLoadModel.Save();
 }
コード例 #2
0
        public void SaveRecentlyUsedCharacterModel()
        {
            lastUpdate = DateTime.Now;

            string folderPath = RUSavePath.Substring(0, RUSavePath.LastIndexOf("\\") + 1),
                   fileName   = RUSavePath.Substring(RUSavePath.LastIndexOf("\\") + 1);

            SaveLoadModel.Save(folderPath, fileName, this);
        }
コード例 #3
0
ファイル: dlgSave.cs プロジェクト: TheMeanFiddler/RipRally
 public void Save()
 {
     SaveLoadModel.Save();
     UserDataManager.Instance.Data.Coins -= _totalCost;
     UserDataManager.Instance.SaveToFile();
     foreach (iRoadSectn s in Road.Instance.Sectns.Where(s => s.Chargeable == true))
     {
         s.Chargeable = false;
     }
     foreach (PlaceableObject Ch in BillOfSceneryMaterials.Items)
     {
         Ch.Chargeable = false;
     }
     Main.Instance.ShowCoins();
     if (MenuItemToSave != null)
     {
         MenuItemToSave.EnableSaveButton(false);
     }
     Destroy(this.gameObject);
 }
コード例 #4
0
ファイル: Main.cs プロジェクト: TheMeanFiddler/RipRally
    void SceneChange(Scene OldScene, Scene NewScene)
    {
        if (OldScene.name == null)
        {
            return;
        }
        Debug.Log("Main SceneChange from " + OldScene.name + " to " + NewScene.name);
        if (NewScene.name == "SceneSelector")
        {
            return;
        }
        if (NewScene.name == "RaceSelector")
        {
            _musicPlayer.Fade();
        }

        int Level = NewScene.buildIndex;

        if (Level < 6)
        {
            return;
        }
        if (OnLevelLoaded != null)
        {
            OnLevelLoaded(Level);
        }

        if (PlayerManager.Type == "CarPlayer")
        {
            if (GameLoadedFromFileNeedsDecoding)
            {
                SaveLoadModel.DecodeGameScene();
                GameLoadedFromFileNeedsDecoding = false;
            }
            PopupTip();
            StartCoroutine(CreateTrackAndRacers());
        }

        if (PlayerManager.Type == "Replayer")
        {
            if (GameLoadedFromFileNeedsDecoding)
            {
                SaveLoadModel.DecodeGameScene(); GameLoadedFromFileNeedsDecoding = false;
            }
            PopupTip();
            StartCoroutine(CreateTrackAndRacers());
        }

        if (PlayerManager.Type == "BuilderPlayer")
        {
            if (SelectedGameID == -1)
            {
                Game.current           = new Game();
                GameData.current       = new GameData();
                GameData.current.Scene = NewScene.name;
                SaveLoadModel.Save();
                SaveLoadModel.LoadTerrainBackup(NewScene.name);
                TerrainController.Instance.Init();
                //Clear all the bez points and add the 2 empty ones.
                //We need these, because cos although the Constructor calls Init(), its a singleton class so the constructor only gets called at the beginning
                BezierLine.Instance.Init();

                //Clear all the road sections and add the empty Road Section
                //We need these, because cos although the Constructor calls Init(), its a singleton class so the constructor only gets called at the beginning
                Road.Instance.Init();

                //Clear all the PlaceableObjects
                Scenery.Instance.RemoveObjects();
            }
            else
            {
                SaveLoadModel.LoadGameData(SelectedGameID);
                if (GameLoadedFromFileNeedsDecoding)
                {
                    SaveLoadModel.DecodeGameScene();
                    GameLoadedFromFileNeedsDecoding = false;
                }
            }
            PopupTip();
            StartCoroutine(BPMPlayOfflineCoroutine());
        }
    }