コード例 #1
0
ファイル: saveSystem.cs プロジェクト: W0nTh0u3/perlas-game
    public static void SaveData(Data Levels)
    {
        BinaryFormatter formatter = new BinaryFormatter();
        string          path      = Path.Combine(Application.persistentDataPath, "gema.ry");
        FileStream      stream    = new FileStream(path, FileMode.Create);
        dataC           data      = new dataC(Levels);

        formatter.Serialize(stream, data);
        stream.Close();
    }
コード例 #2
0
    // Start is called before the first frame update
    void Start()
    {
        dataC data = saveSystem.LoadData();

        if (data != null)
        {
            levelUnlock = data.levelUnlock;
            levelStar   = data.levelStar;
            highScore   = data.highScore;
            timeMode    = data.timeMode;
        }

        Object[] stars = Resources.LoadAll("UI/stars", typeof(Sprite));
        levelStarDisplay = new Sprite[stars.Length];
        for (int x = 0; x < stars.Length; x++)
        {
            levelStarDisplay[x] = (Sprite)stars[x];
        }
        for (int x = 0; x < levelUnlock.Length; x++)
        {
            if (levelStar[x] == 0)
            {
                levelNumberS[x].sprite = levelStarDisplay[0];
            }
            else if (levelStar[x] == 1)
            {
                levelNumberS[x].sprite = levelStarDisplay[1];
            }
            else if (levelStar[x] == 2)
            {
                levelNumberS[x].sprite = levelStarDisplay[2];
            }
            else if (levelStar[x] == 3)
            {
                levelNumberS[x].sprite = levelStarDisplay[3];
            }
        }
        foreach (var button in levelBtnSelection)
        {
            button.interactable = false;
        }
        for (int z = 0; z < levelBtnSelection.Length; z++)
        {
            if (levelUnlock[z] == 0)
            {
                levelBtnSelection[z].image.color = new Color32(125, 125, 125, 125);
            }
        }
    }
コード例 #3
0
ファイル: saveSystem.cs プロジェクト: W0nTh0u3/perlas-game
    public static dataC LoadData()
    {
        string path = Path.Combine(Application.persistentDataPath, "gema.ry");

        if (File.Exists(path))
        {
            BinaryFormatter formatter = new BinaryFormatter();
            FileStream      stream    = new FileStream(path, FileMode.Open);
            dataC           data      = formatter.Deserialize(stream) as dataC;
            stream.Close();
            return(data);
        }
        else
        {
            Debug.Log("save not found");
            return(null);
        }
    }
コード例 #4
0
    // Start is called before the first frame update
    void Start()
    {
        dataC data = saveSystem.LoadData();

        if (data != null)
        {
            isClassicDone = data.timeMode;
        }
        else
        {
        }
        if (isClassicDone != true)
        {
            timeModePlayBtn.interactable = isClassicDone;
            timeModeText.color           = new Color32(255, 255, 255, 95);
            timeModeText.text            = "Locked\n Zen Mode";
        }
    }
コード例 #5
0
ファイル: gameMismo.cs プロジェクト: W0nTh0u3/perlas-game
    void Start()
    {
        Debug.Log("Save Data Path: " + Application.persistentDataPath.ToString());
        animationRedGreen.Play("DefaultDraw");
        isZenMode = BoolPrefs.GetBool("isTimeAttack");
        if (isZenMode == false)
        {
            numLevelClicked = PlayerPrefs.GetInt("levelToLoad");
        }
        loadedData = saveSystem.LoadData();
        Button btn = recognizeButton.GetComponent <Button> ();

        btn.onClick.AddListener(TaskOnClick);
        platform = Application.platform;
        Debug.Log("Is Zen Mode? " + isZenMode.ToString());
        Debug.Log("This Is Level: " + numLevelClicked.ToString());
        //Load pre-made gestures
        LoadHintImagesResources();
        TextAsset[] gesturesXml = Resources.LoadAll <TextAsset> ("GestureSet/newSetBaybayin/");
        foreach (TextAsset gestureXml in gesturesXml)
        {
            trainingSet.Add(GestureIO.ReadGestureFromXML(gestureXml.text));
        }
        selections       = trainingSet.ToArray();
        hintImage.sprite = blankSquare;
        giveUpButton.SetActive(false);
        if (isZenMode == true)
        {
            nextLevelBtn.SetActive(false);
            scoreLabel.text    = "Score:\n" + Score;
            levelDescText.text = "";
            Shuffler();
        }
        else
        {
            LoadLevelLetters();
            FindLettersClassic();
            scoreLabel.text    = "";
            levelDescText.text = "Level " + numLevelClicked + ":\n" + "\"" + levelDescName + "\"";
        }
        drawLabel.text      = "";
        countDownLabel.text = "";
    }