public void doSth() { string fileName = "file" + (optionNum * nowPage + cursorPos + 1); string filePath = Application.dataPath + @"/Save/" + fileName + ".json"; // 读取 if (tabPos == 0) { saveData data = dataManager.instance.loadData("file" + (optionNum * nowPage + cursorPos + 1)); if (gameManager.instance.player != null) { Destroy(menuPanel); } gameManager.instance.LoadLevel(data.mapName, data.team[0], data.position.toVec3(), data.turn.toVec3()); exit(); } else if (tabPos == 1)// 保存 { dataManager.instance.saveData("file" + (optionNum * nowPage + cursorPos + 1)); exit(); } else// 删除 { dataManager.instance.deleteFile(filePath); drawPanel(); } }
public void Post([FromBody] cart value) { Console.WriteLine(value); iPostCart insertObject = new saveData(); insertObject.UpdateCart(value.itemName, value.price); }
//세이브 함수 public static void Save() { saveData data = new saveData(); //각 스크립트에서 값을 data의 변수들에 넣고 파일에 쓴다. data.beanNum = itemManager.beanNum; data.diceNum = itemManager.diceNum; data.birdNum = itemManager.birdNum; data.dateNum = dateManager.dateNum; data.debtNum = itemManager.debtNum; data.chLevel = churchManager.chLevel; for (int i = 0; i < 6; i++) { data.npcGage[i] = npcManager.npcGage[i]; data.npcEnc[i] = npcManager.npcEnc[i]; data.npcList[i] = npcManager.npcList[i]; } data.tutorial = tutorialManager.tutorial; // 지현 data.gameClear = gameManager.gameClear; // 지현 data.ClearNum = successEvent.ClearNum; // 지현 data.startpanelSee = data.startpanelSee; data.weekNum = dateManager.weekNum; data.gameRetry = dateManager.gameRetry; data.decideDebt = dateManager.decideDebt; File.WriteAllText(Application.persistentDataPath + "/clearInfo.json", JsonUtility.ToJson(data)); Debug.Log("세이브!"); }
//** 세이브 함수들 **// //저장 파일 만드는 함수 public static void makeD() { saveData data = new saveData(); //저장값들을 전부 초기값으로 설정 data.beanNum = 25000000; // 보유 콩 개수 data.diceNum = 10; // 보유 주사위 개수 data.birdNum = 1; // 보유 신도 수 data.dateNum = -1; // 게임상의 날짜 data.debtNum = 150; // 현재 갚아야 할 빚 액수 data.chLevel = 0; // 현재 교회 레벨 for (int i = 0; i < 6; i++) { data.npcGage[i] = 0; // npc별 현재 호감도 수치 data.npcEnc[i] = 0; // npc별 현재 만남 횟수 data.npcList[i] = false; } data.tutorial = true; data.mgTutorial = true; // 추가(지현) data.startpanelSee = true; data.weekNum = 0; // week: n주차 data.gameRetry = 3; //미니게임 가능 횟수 data.decideDebt = false; data.gameClear = false; // 게임 클리어 여부(지현) data.ClearNum = 0; // 증축 성공 횟수(지현) File.WriteAllText(Application.persistentDataPath + "/clearInfo.json", JsonUtility.ToJson(data)); //Debug.Log("저장 파일 생성!"); }
public int getLevelIndex(saveData data) // Use a try catch block to check if the level exists in the list, if not, add it to the list and increase the initialized level count { currentLevelIndex = data.level.FindIndex(x => x.levelName == currentScene.name); if (currentLevelIndex < 0) { print("Adding " + currentScene.name + " to the save data Level list."); data.level [data.initializedLevelCount].levelName = currentScene.name; currentLevelIndex = data.initializedLevelCount; data.initializedLevelCount++; } return(currentLevelIndex); /* try * { * * currentLevelIndex = data.level.FindIndex (x => x.levelName == currentScene.name); * print("Try code suceeded"); * } * catch * { * print ("Adding " + currentScene.name + " to the save data Level list."); * data.level [data.initializedLevelCount].levelName = currentScene.name; * currentLevelIndex = data.initializedLevelCount; * data.initializedLevelCount++; * } * return currentLevelIndex;*/ }
public void saveData(string fileName) { saveData data = new saveData(); data.version = Application.version; data.playTime = gameManager.instance.playTime; data.switchD = switchD; data.intD = intD; data.floatD = floatD; data.independentSwitches = independentSwitches; data.items = items; data.quests = quests; data.mapName = gameManager.instance.nowScene; data.position = new vector3d(gameManager.instance.player.transform.position); data.team = team; data.turn = new vector3d(gameManager.instance.player.turn); string filePath = Application.dataPath + @"/Save/" + fileName + ".json"; //找到当前路径 FileInfo file = new FileInfo(filePath); //判断有没有文件,有则打开文件,,没有创建后打开文件 StreamWriter sw = file.CreateText(); //ToJson接口将你的列表类传进去,,并自动转换为string类型 string json = JsonMapper.ToJson(data); //将转换好的字符串存进文件, sw.WriteLine(json); //注意释放资源 sw.Close(); sw.Dispose(); }
// Use this for initialization void Start() { //load savefile on startup overallData = new saveData(); Debug.Log("init"); if (!overallData.loadfile()) { overallData.set(gameData.init); overallData.saveFile(); } //init events if (EventNotifier == null) { EventNotifier = new EventWithMessage(); } if (OnMoneyChanged == null) { OnMoneyChanged = new UnityEvent(); } if (OnGameInitialize == null) { OnGameInitialize = new UnityEvent(); } if (OnCatDataChaged == null) { OnCatDataChaged = new UnityEvent(); } if (OnItemDataChanged == null) { OnItemDataChanged = new UnityEvent(); } if (OnCraftingStarted == null) { OnCraftingStarted = new UnityEvent(); } if (OnCraftingEnded == null) { OnCraftingEnded = new UnityEvent(); } if (OnGroupDataChanged == null) { OnGroupDataChanged = new UnityEvent(); } if (OnExploreEnded == null) { OnExploreEnded = new UnityEvent(); } if (OnExploreStarted == null) { OnExploreStarted = new UnityEvent(); } if (OnLevelDataChanged == null) { OnLevelDataChanged = new UnityEvent(); } OnGameInitialize.AddListener(OnGameInitializehandler); OnGameInitialize.Invoke(); }
public void Load() { Debug.Log("loading"); BinaryFormatter bf = new BinaryFormatter(); FileStream file = File.Open(Application.persistentDataPath + "/saveinfo.dat", FileMode.Open); saveData data = (saveData)bf.Deserialize(file); file.Close(); topGameName = data.topGameName; topGameIdentifier = data.topGameIdentifier; allGames = data.allGames; upperarm = data.upperarm; lowerarm = data.lowerarm; lowerleg = data.lowerleg; upperleg = data.upperleg; body = data.body; skintone = new Color(data.skintoneR, data.skintoneG, data.skintoneB, 1f); shoes = data.shoes; hair = data.hair; hairColor = new Color(data.hairR, data.hairG, data.hairB, 1f); selectedBody = data.selectedBody; selectedFace = data.selectedFace; selectedHair = data.selectedHair; unlockedWordList = data.unlockedWordList; allGamesNames = data.allGamesNames; rating = data.rating; competeingRatings = data.competeingRatings; competeAgainDate = data.competeAgainDate; isCompeting = data.isCompeting; canCompete = data.canCompete; totalMoney = data.totalMoney; moneyClickMultiplier = data.moneyClickMultiplier; gameShopItems = data.gameShopItems; shopItemsCosts = data.shopItemsCosts; shopCounts = data.shopCounts; shopItemValue = data.shopItemValue; shopPrices = data.shopPrices; donutsPerSecond = data.donutsPerSecond; latestTime = data.latestTime; awardPointCount = data.awardPointCount; //Tier1 buyWord = data.buyWord; placingMedal = data.placingMedal; raising10k = data.raising10k; submitToLeaderboard = data.submitToLeaderboard; //Tier2 placeFirst = data.placeFirst; buyAllWords = data.buyAllWords; raise500k = data.raise500k; //FBLA ULTIMATE MEDAL FblaExcellenceAward = data.FblaExcellenceAward; }
public void saveFile(saveData data) { BinaryFormatter bf = new BinaryFormatter(); FileStream file = File.Create(Application.persistentDataPath + data.ToString() + ".dat"); print("This was saved to " + Application.persistentDataPath + data.ToString() + ".dat"); /* * This area was to test the save data, what now should happen is the data is already in existance, and this just saves it. * */ //data.scores[0] = 1.1111f; /*data.level.Add( new Level()); * //data.level [0].scene = currentScene; * data.level [0].worldNumber = 420000; * data.number = 25.35f; * data.scores = new float[numberofLevels]; * data.scores [currentScene.buildIndex] = score; */ int index; if (currentScene.name == "puffinNestattempt") { index = previousLevelIndex; } else { index = currentLevelIndex; } if (score > data.level [index].levelHighScore) { data.level [index].levelHighScore = score; } if (currentPuffletsHatched > data.level [index].puffletsHatched) { data.level [index].puffletsHatched = currentPuffletsHatched; } /* * here I create an instance of class and give it the data to store * saveData data = new saveData(); * data.health = health; * data.experience = experience; * * */ /* if (data.level [currentLevelIndex].levelHighScore < score) * { * data.level [currentLevelIndex].levelHighScore = score; * }*/ bf.Serialize(file, data); file.Close(); }
public void Save() { saveData data = new saveData(sensitivity, yAxisFlipped, firstPlay, highScore); string path = Path.Combine(Application.persistentDataPath, "save.txt"); string jsonString = JsonUtility.ToJson(data); using (StreamWriter streamWriter = File.CreateText(path)) { streamWriter.Write(jsonString); } }
// Use this for initialization void Start() { //print ("Start Called"); airMeter = slider.GetComponent <Slider> (); if (data1 != null) { //loadFile (data1); } else { /* * //data1.level.Add( new Level()); * //data.level [0].scene = currentScene; * data1.level [0].worldNumber = 420000; * data1.number = 25.35f; * data1.scores = new float[numberofLevels]; * data1.level [currentScene.buildIndex].levelHighScore = 0 ;*/ } //this loads the save data and populates the list of levels. data1 = loadFile(data1); //this is already checking if the file exists. print(data1.level.Count); /* if (data1.level.Count == LevelManager.instance.Levels.Count ) //this is for when Levels was an array if (data1.level.Count == LevelManager.instance.Levels.Length ) * { * print ("There are no new levels"); * * } * else if (data1.level.Count < LevelManager.instance.Levels.Count)//this is for when Levels was an array if (data1.level.Count < LevelManager.instance.Levels.Length ) * { * print ("Initializing LeveLs"); * //this should be polished, so only levels that aren't already in the list are added * * foreach (string scene in LevelManager.instance.Levels)//UnityEngine.Object * { * data1.level.Add( new Level(scene)); * * } * * * } */ gameInitialized = true; print("First attempt to get level index"); currentLevelIndex = getLevelIndex(data1); print("Level index is " + currentLevelIndex); //currentLevelIndex = data1.level.FindIndex (x => x.levelName == currentScene.name); //duplicate to on LevelFinished Loading }
/// <summary> /// データのロードを行う /// </summary> public static void Load() { string loadJsonStr = PlayerPrefs.GetString("playerData", ""); //データのロード 第2引数は設定されていなかった場合の空データ設定 Debug.Log("古いLoad:" + loadJsonStr); if (string.IsNullOrEmpty(loadJsonStr)) //セーブデータがない場合無駄な処理を行わないためのif文 { Debug.Log("セーブデータはないよ!"); } else { chara = JsonUtility.FromJson <saveData>(loadJsonStr); } }
static void Main(string[] args) { saveData obj = new saveData(); FileStream fopen = new FileStream("abc.xml", FileMode.Open); XmlSerializer x = new XmlSerializer(obj.GetType()); StreamReader read_from_xml = new StreamReader(fopen); obj = (saveData)x.Deserialize(read_from_xml); Console.WriteLine(obj.strFolder1 + "=>" + obj.strFolder2 + "=>" + obj.strTabName + "=>" + obj.strTabText); Console.ReadKey(); fopen.Close(); }
//Save current state of progress via JSON private void SaveProgress() { //Create a new Save data saveData sD = new saveData(); //Assign current status to that saved data sD.gold = player.gold; sD.Attack = Upgrade.mAT; sD.Shield = Upgrade.mSH; sD.LevelOneHS = Level1.HighScore; //Parse it to JSON string dataJson = JsonUtility.ToJson(sD); string saveState = Path.Combine(Application.persistentDataPath, saveName); //Write file File.WriteAllText(saveState, dataJson); }
public void Load() { string path = Path.Combine(Application.persistentDataPath, "save.txt"); if (!File.Exists(path)) { return; } using (StreamReader streamReader = File.OpenText(path)) { string jsonString = streamReader.ReadToEnd(); saveData data = JsonUtility.FromJson <saveData>(jsonString); sensitivity = data.sensitivity; yAxisFlipped = data.yAxisFlipped; firstPlay = data.firstPlay; highScore = data.highScore; } }
public saveData loadFile(saveData data) { if (File.Exists(Application.persistentDataPath + data.ToString() + ".dat")) { //try{ BinaryFormatter bf = new BinaryFormatter(); FileStream file = File.Open(Application.persistentDataPath + data.ToString() + ".dat", FileMode.Open); //persistant data path that Unity makes// playerInfo is specific file //filemode data = (saveData)bf.Deserialize(file); //cast this to the object we need. It is stored as a generic object file.Close(); print(data.name + "'s file was loaded"); print("Save file located at" + Application.persistentDataPath + data.ToString() + ".dat"); return(data); /*print(data.number); * print (data.scores [currentScene.buildIndex]); * scoreText.text = data.scores[currentScene.buildIndex] + " Eels collected!"; * print(data.level[0].worldNumber); * //print(data.level [0].scene.name);*/ /* * this is where you give your script the data that was just loaded * health = data.health; * experience = data.experience; */ //} /*catch(ArgumentOutOfRangeException r) * { * * * }*/ } else { print("File Doesn't exist, so it can't be loaded"); return(data); } }
public saveData loadData(string fileName) { string txt = File.ReadAllText(Application.dataPath + @"/Save/" + fileName + ".json"); saveData data = JsonMapper.ToObject <saveData>(txt); gameManager.instance.playTime += data.playTime; switchD = data.switchD; intD = data.intD; floatD = data.floatD; independentSwitches = data.independentSwitches; items = data.items; quests = data.quests; team = data.team; return(data); }
public void StartButton() { if (File.Exists(Application.persistentDataPath + "/saveinfo.dat")) { BinaryFormatter bf = new BinaryFormatter(); FileStream file = File.Open(Application.persistentDataPath + "/saveinfo.dat", FileMode.Open); saveData data = (saveData)bf.Deserialize(file); file.Close(); allGames = data.allGames; upperarm = data.upperarm; lowerarm = data.lowerarm; lowerleg = data.lowerleg; upperleg = data.upperleg; body = data.body; skintone = new Color(data.skintoneR, data.skintoneB, data.skintoneG); shoes = data.shoes; hair = data.hair; } SceneManager.LoadScene("customize", LoadSceneMode.Single); }
private List <saveData> changeToSaveData(List <data> dataList) { List <saveData> tempData = new List <saveData>(); foreach (data i in dataList) { saveData temp = new saveData(); temp.imageData = ImageToBuffer(i.imageData, ImageFormat.Jpeg); temp.oriImage = ImageToBuffer(i.oriImage, ImageFormat.Jpeg); temp.title = i.title; temp.des = i.des; temp.filePath = i.filePath; temp.date = i.date; tempData.Add(temp); } return(tempData); }
public void LoadSave(string name) { XmlDocument xDoc = new XmlDocument(); string path = "Saves/" + name; string saveName; double saveTC; int saveCredits; int saveXpMaterials; int saveXpPropulsion; int saveXpLifeSupport; int saveXpElectronics; int saveXpAstronomy; if (Directory.Exists("Saves/" + name)) { List <System.IO.FileInfo> sortedFiles = new DirectoryInfo(path).GetFiles().OrderByDescending(x => x.LastWriteTime).ToList(); if (sortedFiles.Count > 0) { xDoc.Load("Saves/" + name + "/" + sortedFiles[0].Name); saveName = xDoc.SelectSingleNode("Save/Name").InnerText; saveTC = Convert.ToDouble(xDoc.SelectSingleNode("Save/Timecode").InnerText); saveCredits = Convert.ToInt32(xDoc.SelectSingleNode("Save/Credits").InnerText); saveXpMaterials = Convert.ToInt32(xDoc.SelectSingleNode("Save/Experience/Materials").InnerText); saveXpPropulsion = Convert.ToInt32(xDoc.SelectSingleNode("Save/Experience/Propulsion").InnerText); saveXpLifeSupport = Convert.ToInt32(xDoc.SelectSingleNode("Save/Experience/LifeSupport").InnerText); saveXpElectronics = Convert.ToInt32(xDoc.SelectSingleNode("Save/Experience/Electronics").InnerText); saveXpAstronomy = Convert.ToInt32(xDoc.SelectSingleNode("Save/Experience/Astronomy").InnerText); CurrentSaveData = new saveData(saveName, saveTC, saveCredits, saveXpMaterials, saveXpPropulsion, saveXpLifeSupport, saveXpElectronics, saveXpAstronomy); } } else { Debug.LogError("u bad hacker"); } }
//로드(불러오기) 함수 public void Load() { //파일이 없으면 해당위치에 만든다.(첫 실행 시) if (!File.Exists(filePath)) { makeD(); } //json값을 읽어와 data 인스턴스에 넣는다. string str = File.ReadAllText(Application.persistentDataPath + "/clearInfo.json"); saveData data = JsonUtility.FromJson <saveData>(str); //읽어온 정보를 사용되는 스크립트의 변수에 넣어서 업데이트 itemManager.beanNum = data.beanNum; itemManager.diceNum = data.diceNum; itemManager.birdNum = data.birdNum; dateManager.dateNum = data.dateNum; itemManager.debtNum = data.debtNum; churchManager.chLevel = data.chLevel; for (int i = 0; i < 6; i++) { npcManager.npcGage[i] = data.npcGage[i]; npcManager.npcEnc[i] = data.npcEnc[i]; npcManager.npcList[i] = data.npcList[i]; } tutorialManager.tutorial = data.tutorial; tutorialManager.mgTutorial = data.mgTutorial; // 추가(지현) IntroUI.startpanelSee = data.startpanelSee; dateManager.weekNum = data.weekNum; dateManager.gameRetry = data.gameRetry; dateManager.decideDebt = data.decideDebt; gameManager.gameClear = data.gameClear; // 추가(지현) successEvent.ClearNum = data.ClearNum; // 추가(지현) }
//Load current data from saved data private void LoadGameData() { string filePath = Path.Combine(Application.persistentDataPath, saveName); if (File.Exists(filePath)) { string dataJson = File.ReadAllText(filePath); saveData loadData = JsonUtility.FromJson<saveData>(dataJson); player.gold = loadData.gold; player.experience = loadData.exp; Upgrade.mAT = loadData.Attack; Upgrade.mSH = loadData.Shield; player.charHealth = 6; player.charShield = Upgrade.mSH; } else { Debug.LogError("No Save File"); } }
// Update is called once per frame void Update() { if (Input.GetKeyDown(KeyCode.S)) { print("Pressed S"); saveFile(data1); } if (Input.GetKeyDown(KeyCode.L)) { print("Pressed L"); print(currentScene.name); data1 = loadFile(data1); //int currentLevelIndex = 0;//data1.level.FindIndex (c => c.levelName.Equals (currentScene.ToString ())); //currentLevelIndex = data1.level.FindIndex (x => x.levelName == currentScene.name); //currentLevelIndex = data1.level.FindIndex (x => x.levelName.Equals(currentScene.name, StringComparison.Ordinal)); //var ind = data1.level.Find( print("Level List index is " + currentLevelIndex + " . Build index is " + currentScene.buildIndex + " . level count is " + data1.level.Count); highScoreText.text = "Highscore : " + data1.level[currentLevelIndex].levelHighScore; } /*if (score == Fish.Count ) * { * scoreText.text = score + " Eels collected! You Win!"; * gameState = GameState.gameWin; * }*/ if (Input.touchCount == 5 && gameState == GameState.gameWin) { RestartLevel(); } }
public static void SaveData(saveData data) { PlayerPrefs.SetInt(levelCount, data.currentLevel); }
public void Save() { Debug.Log("saving"); BinaryFormatter bf = new BinaryFormatter(); FileStream file = File.Create(Application.persistentDataPath + "/saveinfo.dat"); saveData data = new saveData(); data.allGames = allGames; data.upperarm = upperarm; data.lowerarm = lowerarm; data.lowerleg = lowerleg; data.upperleg = upperleg; data.body = body; data.skintoneR = skintone.r; data.skintoneG = skintone.g; data.skintoneB = skintone.b; data.shoes = this.shoes; data.hair = hair; data.hairR = hairColor.r; data.hairG = hairColor.g; data.hairB = hairColor.b; data.selectedBody = selectedBody; data.selectedFace = selectedFace; data.selectedHair = selectedHair; data.unlockedWordList = unlockedWordList; data.allGamesNames = allGamesNames; data.rating = rating; data.competeingRatings = competeingRatings; data.competeAgainDate = competeAgainDate; data.isCompeting = isCompeting; data.canCompete = canCompete; data.totalMoney = totalMoney; data.totalMoneyEver = totalMoneyEver; data.gameShopItems = gameShopItems; data.shopItemsCosts = shopItemsCosts; data.moneyClickMultiplier = moneyClickMultiplier; data.shopCounts = shopCounts; data.shopItemValue = shopItemValue; data.shopPrices = shopPrices; data.donutsPerSecond = donutsPerSecond; data.latestTime = latestTime; data.awardPointCount = awardPointCount; //Tier1 data.buyWord = buyWord; data.placingMedal = placingMedal; data.raising10k = raising10k; data.submitToLeaderboard = submitToLeaderboard; //Tier2 data.placeFirst = placeFirst; data.buyAllWords = buyAllWords; data.raise500k = raise500k; //FBLA ULTIMATE MEDAL data.FblaExcellenceAward = FblaExcellenceAward; bf.Serialize(file, data); file.Close(); }
// GESTIONE ANALISI DELLA SINGOLA FINESTRA private void Analize(double[,,] sampwin, double[,,] quaternioni, int numSensori, string ID, Graph graph, Support help, DateTime startTime) { // Salvataggio campionamento su CSV saveData save = new saveData(help.saveData); save.Invoke(sampwin, quaternioni, ID); #region Analisi da rappresentare for (int s = 0; s < numSensori; s++) { // Calcolo di Theta: Start analizeTurn analisiGirata = new analizeTurn(help.FunzioneOrientamento); IAsyncResult risultatoGirata = analisiGirata.BeginInvoke(sampwin, s, null, null); // Calcolo modulo di accelerometro e giroscopio: Start & End double[,] toModule = new double[6, sampwin.GetLength(1)]; for (int k = 0; k < toModule.GetLength(1); k++) { for (int j = 0; j < 6; j++) { toModule[j, k] = sampwin[j, k, s]; } } module moduleGyrDelegate = new module(Support.computeModule); module moduleAccDelegate = new module(Support.computeModule); IAsyncResult risultatoGyr = moduleGyrDelegate.BeginInvoke(toModule, false, null, null); IAsyncResult risultatoAcc = moduleAccDelegate.BeginInvoke(toModule, true, null, null); double[] modgyr = Support.smoothing(moduleGyrDelegate.EndInvoke(risultatoGyr), 10); double[] modacc = moduleAccDelegate.EndInvoke(risultatoAcc); // Dead Reckoning: Start (non ritorna nulla) analizePosition analisiPosizione = new analizePosition(help.analizePosition); IAsyncResult risultatoPosizione = analisiPosizione.BeginInvoke(quaternioni, modacc, s, null, null); modacc = Support.smoothing(modacc, 10); // Calcolo di theta: End double[] theta = analisiGirata.EndInvoke(risultatoGirata); if (s == 0) { // Analisi moto-stazionamento su file: Start (non ritorna nulla) movementToFile movementToFile = new movementToFile(help.analisiMovimento); movementToFile.Invoke(modacc, startTime); // Analisi Lay/Stand/Sit su file: Start (non ritorna nulla) analizePostura analisiPostura = new analizePostura(help.analisiPostura); analisiPostura.Invoke(modacc, startTime); // Analisi girate su file: Start (non ritorna nulla) int lengthTurn = (sampwin.GetLength(1) == 500) ? sampwin.GetLength(1) / 2 : sampwin.GetLength(1); turnToFile turnToFile = new turnToFile(help.analisiTurn); turnToFile.Invoke(theta, lengthTurn, startTime); } analisiPosizione.EndInvoke(risultatoPosizione); // Refresh grafici dopo l'analisi switch (s) { case 0: refreshGraph refreshGraph0 = new refreshGraph(graph.Receive); refreshGraph0.Invoke(modacc, modgyr, theta, help.DRpoints, s); break; case 1: refreshGraph refreshGraph1 = new refreshGraph(graph.Receive); refreshGraph1.Invoke(modacc, modgyr, theta, help.DRpoints, s); break; case 2: refreshGraph refreshGraph2 = new refreshGraph(graph.Receive); refreshGraph2.Invoke(modacc, modgyr, theta, help.DRpoints, s); break; case 3: refreshGraph refreshGraph3 = new refreshGraph(graph.Receive); refreshGraph3.Invoke(modacc, modgyr, theta, help.DRpoints, s); break; case 4: refreshGraph refreshGraph4 = new refreshGraph(graph.Receive); refreshGraph4.Invoke(modacc, modgyr, theta, help.DRpoints, s); break; } } #endregion Analisi da rappresentare }
public void SaveLoad() { if (File.Exists(Application.persistentDataPath + "/saveinfo.dat")) { Debug.Log("loading"); BinaryFormatter bf = new BinaryFormatter(); FileStream file = File.Open(Application.persistentDataPath + "/saveinfo.dat", FileMode.Open); saveData data = (saveData)bf.Deserialize(file); file.Close(); topGameName = data.topGameName; topGameIdentifier = data.topGameIdentifier; allGames = data.allGames; upperarm = data.upperarm; lowerarm = data.lowerarm; lowerleg = data.lowerleg; upperleg = data.upperleg; body = data.body; skintone = new Color(data.skintoneR, data.skintoneG, data.skintoneB, 1f); shoes = data.shoes; hair = data.hair; hairColor = new Color(data.hairR, data.hairG, data.hairB, 1f); gameShopItems = data.gameShopItems; shopItemsCosts = data.shopItemsCosts; selectedBody = data.selectedBody; selectedFace = data.selectedFace; selectedHair = data.selectedHair; unlockedWordList = data.unlockedWordList; allGamesNames = data.allGamesNames; rating = data.rating; competeingRatings = data.competeingRatings; competeAgainDate = data.competeAgainDate; isCompeting = data.isCompeting; canCompete = data.canCompete; totalMoney = data.totalMoney; totalMoneyEver = data.totalMoneyEver; moneyClickMultiplier = data.moneyClickMultiplier; shopCounts = data.shopCounts; shopItemValue = data.shopItemValue; shopPrices = data.shopPrices; donutsPerSecond = data.donutsPerSecond; latestTime = data.latestTime; awardPointCount = data.awardPointCount; //Tier1 buyWord = data.buyWord; placingMedal = data.placingMedal; raising10k = data.raising10k; submitToLeaderboard = data.submitToLeaderboard; //Tier2 placeFirst = data.placeFirst; buyAllWords = data.buyAllWords; raise500k = data.raise500k; //FBLA ULTIMATE MEDAL FblaExcellenceAward = data.FblaExcellenceAward; } else { Debug.Log("saving"); BinaryFormatter bf = new BinaryFormatter(); FileStream file = File.Create(Application.persistentDataPath + "/saveinfo.dat"); saveData data = new saveData(); data.topGameIdentifier = topGameIdentifier; data.topGameName = topGameName; data.allGames = allGames; data.upperarm = upperarm; data.lowerarm = lowerarm; data.lowerleg = lowerleg; data.upperleg = upperleg; data.body = body; data.skintoneR = skintone.r; data.skintoneG = skintone.g; data.skintoneB = skintone.b; data.gameShopItems = gameShopItems; data.shopItemsCosts = shopItemsCosts; data.shoes = this.shoes; data.hair = hair; data.hairR = hairColor.r; data.hairG = hairColor.g; data.hairB = hairColor.b; data.awardPointCount = awardPointCount; //Tier1 data.buyWord = buyWord; data.placingMedal = placingMedal; data.raising10k = raising10k; data.submitToLeaderboard = submitToLeaderboard; //Tier2 data.placeFirst = placeFirst; data.buyAllWords = buyAllWords; data.raise500k = raise500k; //FBLA ULTIMATE MEDAL data.FblaExcellenceAward = FblaExcellenceAward; data.selectedBody = selectedBody; data.selectedFace = selectedFace; data.selectedHair = selectedHair; data.unlockedWordList = unlockedWordList; data.allGamesNames = allGamesNames; data.rating = rating; data.competeingRatings = competeingRatings; data.competeAgainDate = competeAgainDate; data.isCompeting = isCompeting; data.canCompete = canCompete; data.totalMoney = totalMoney; data.totalMoneyEver = totalMoneyEver; data.moneyClickMultiplier = moneyClickMultiplier; data.shopCounts = shopCounts; data.shopItemValue = shopItemValue; data.shopPrices = shopPrices; data.donutsPerSecond = donutsPerSecond; data.latestTime = latestTime; bf.Serialize(file, data); file.Close(); } }
public void QuickSave(saveData data) { throw new NotImplementedException(); }
private List<saveData> changeToSaveData(List<data> dataList) { List<saveData> tempData = new List<saveData>(); foreach (data i in dataList) { saveData temp = new saveData(); temp.imageData = ImageToBuffer(i.imageData, ImageFormat.Jpeg); temp.oriImage = ImageToBuffer(i.oriImage, ImageFormat.Jpeg); temp.title = i.title; temp.des = i.des; temp.filePath = i.filePath; temp.date = i.date; tempData.Add(temp); } return tempData; }
public void drawPanel() { for (int i = 0; i < optionNum; i++) { files[i].text = "* File " + (optionNum * nowPage + i + 1); } if (gameManager.instance.player == null) { texts[2].text.transform.parent.GetComponent <Button>().interactable = false; } else { texts[2].text.transform.parent.GetComponent <Button>().interactable = true; } string fileName = "file" + (optionNum * nowPage + cursorPos + 1); string filePath = Application.dataPath + @"/Save/" + fileName + ".json"; if (System.IO.File.Exists(filePath)) { texts[1].text.transform.parent.GetComponent <Button>().interactable = true; texts[3].text.transform.parent.GetComponent <Button>().interactable = true; string txt = File.ReadAllText(filePath); saveData data = JsonMapper.ToObject <saveData>(txt); double playTime = data.playTime; //地图名字 infos[0].text = findText(data.mapName, gameManager.instance.setting.nowlang); // 游戏时间 int hour = (int)playTime / 3600; int minute = ((int)playTime - hour * 3600) / 60; int second = (int)playTime - hour * 3600 - minute * 60; infos[1].text = string.Format("{0:D2}:{1:D2}:{2:D2}", hour, minute, second); // 人物头像 for (int i = 0; i < avators.Length; i++) { if (i < data.team.Count) { avators[i].sprite = dataManager.instance.playerInfos[data.team[i]].face; } else { avators[i].sprite = UIMask; } } } else { texts[1].text.transform.parent.GetComponent <Button>().interactable = false; texts[3].text.transform.parent.GetComponent <Button>().interactable = false; infos[0].text = "empty"; infos[1].text = "empty"; for (int i = 0; i < avators.Length; i++) { avators[i].sprite = UIMask; } } }
public List <cart> Get() { iReadAllData readObject = new saveData(); return(readObject.GetAllItems()); }
// Use this for initialization void Start() { player1 = GameObject.Find("player1"); player1Script = player1.GetComponent<PlayerScript>(); player2 = GameObject.Find("player2"); player2Script = player2.GetComponent<PlayerScript>(); activePlayer = player1; comboText = GameObject.Find("ComboText").GetComponent<TextMesh>(); resultText = GameObject.Find("ResultText"); foreach (GameObject cube in player1Blocks) { cube.GetComponent<Cube>().playerThisCubeBelongsTo = player1; } foreach (GameObject cube in player2Blocks) { cube.GetComponent<Cube>().playerThisCubeBelongsTo = player2; } GameObject.Find("ScoreNeeded").GetComponent<TextMesh>().text = "Score needed to win: " + MaxScore; if(AutoMode){ GameObject.Find("ResetButton").SetActiveRecursively(false); } if(GameObject.Find("dataObjectOriginal") != null) dataObject = GameObject.Find("dataObjectOriginal").GetComponent<saveData>(); else dataObject = GameObject.Find("dataObject").GetComponent<saveData>(); //if(dataObject.isCopy) //dataObject = GameObject.Find("dataObjectOriginal").GetComponent<saveData>(); //if(dataObject ==null) //dataObject = GameObject.Find("dataObjectOriginal").GetComponent<saveData>(); //if(dataObject.firstRound && dataObject.gameObject.name != "dataOb) //Destroy(dataObject.gameObject); gameEnded = false; }