public void LoadGame() { if (File.Exists(Application.persistentDataPath + "/gamesave.save")) { ClearBullets(); ClearRobots(); RefreshRobots(); BinaryFormatter bf = new BinaryFormatter(); FileStream file = File.Open(Application.persistentDataPath + "/gamesave.save", FileMode.Open); Save save = (Save)bf.Deserialize(file); file.Close(); for (int i = 0; i < save.livingTargetPositions.Count; i++) { int position = save.livingTargetPositions[i]; Target target = targets[position].GetComponent <Target>(); target.ActivateRobot((RobotTypes)save.livingTargetTypes[i]); target.GetComponent <Target>().ResetDeathTimer(); } shotsText.text = "Shots: " + save.shots; hitsText.text = "Hits: " + save.hits; shots = save.shots; hits = save.hits; Debug.Log("Game Loaded"); Unpause(); } else { Debug.Log("No Game Saved"); } }
public void LoadAsJSON() { if (File.Exists(Application.persistentDataPath + "/SaveJson.json")) { ClearBullets(); ClearRobots(); RefreshRobots(); string jsonSave = File.ReadAllText(Application.persistentDataPath + "/SaveJson.json"); Save save = JsonUtility.FromJson <Save>(jsonSave); for (int i = 0; i < save.livingTargetPositions.Count; i++) { int position = save.livingTargetPositions[i]; Target target = targets[position].GetComponent <Target>(); target.ActivateRobot((RobotTypes)save.livingTargetsTypes[i]); target.GetComponent <Target>().ResetDeathTimer(); } shotsText.text = "Shots: " + save.shots; hitsText.text = "Hits: " + save.hits; shots = save.shots; hits = save.hits; Debug.Log("Game Loaded"); Unpause(); } else { Debug.Log("No game saved!"); } }
public void LoadGame() { //1 //checks to see that save file exists if (File.Exists(Application.persistentDataPath + "/gamesave.save")) { ClearBullets(); ClearRobots(); RefreshRobots(); //2 //create a BinaryFormatter //creates Save object and closes FileStream BinaryFormatter bf = new BinaryFormatter(); FileStream file = File.Open(Application.persistentDataPath + "/gamesave.save", FileMode.Open); Save save = (Save)bf.Deserialize(file); file.Close(); //3 //need to convert save info into game state //loops through saved robot position and adds a robot at that position for (int i = 0; i < save.livingTargetPositions.Count; i++) { int position = save.livingTargetPositions[i]; Target target = targets[position].GetComponent <Target>(); target.ActivateRobot((RobotTypes)save.livingTargetsTypes[i]); target.GetComponent <Target>().ResetDeathTimer(); } //4 //updates UI to have right hits and shots set shotsText.text = "Shots: " + save.shots; hitsText.text = "Hits: " + save.hits; shots = save.shots; hits = save.hits; Debug.Log("Game Loaded"); Unpause(); } else { Debug.Log("No game saved!"); } }
//设置游戏数值 public void SetGame(Save save) { ClearBullets(); ClearRobots(); RefreshRobots(); hits = save.hits; shots = save.shots; shotsText.text = "Shots: " + save.shots; hitsText.text = "Hits: " + save.hits; for (int i = 0; i < save.livingTargetPositions.Count; i++) { int position = save.livingTargetPositions[i]; Target target = targets[position].GetComponent <Target>(); target.ActivateRobot((RobotTypes)save.livingTargetsTypes[i]); target.GetComponent <Target>().ResetDeathTimer(); } }
public void LoadGame() { // Checksto see if the save file exists - if not says there is no saved game if (File.Exists(Application.persistentDataPath + "/gamesave.save")) { ClearBullets(); ClearRobots(); RefreshRobots(); // Creates a binary formatter to read the bytes in the save file BinaryFormatter bf = new BinaryFormatter(); FileStream file = File.Open(Application.persistentDataPath + "/gamesave.save", FileMode.Open); Save save = (Save)bf.Deserialize(file); file.Close(); // adds robots to the saved positions for (int i = 0; i < save.livingTargetPositions.Count; i++) { int position = save.livingTargetPositions[i]; Target target = targets[position].GetComponent <Target>(); target.ActivateRobot((RobotTypes)save.livingTargetsTypes[i]); target.GetComponent <Target>().ResetDeathTimer(); } // updates hits and shots set shotsText.text = "Shots: " + save.shots; hitsText.text = "Hits: " + save.hits; shots = save.shots; hits = save.hits; Debug.Log("Game Loaded"); Unpause(); } else { Debug.Log("No game saved!"); } }