private void Start() { var saveCounter = 0; var saves = saveController.GetSaves(); foreach (var saveSlot in saveSlots) { saveSlot.transform.Find(gameSettings.NameString).GetComponent <TMP_Text>().text = saves[saveCounter].Username; saveSlot.transform.Find(gameSettings.DifficultyString).GetComponent <TMP_Text>().text = saves[saveCounter].DifficultyLevel; saveSlot.transform.Find(gameSettings.StageString).GetComponent <TMP_Text>().text = saveSlot.name = saves[saveCounter].LevelName; if (SaveSlotSelectionController.SaveSlotIsEmpty(saveSlots, Array.IndexOf(saveSlots, saveSlot))) { saveSlot.transform.Find(gameSettings.StageString).GetComponent <TMP_Text>().text = saveSlot.name = gameSettings.EmptyLevelString; saveSlot.enabled = false; var tempColor = saveSlot.GetComponent <Image>().color; tempColor = gameSettings.PaleAlpha; saveSlot.GetComponent <Image>().color = tempColor; } ++saveCounter; } }
private void SetupSaveValues() { var saveCounter = 0; var saves = saveController.GetSaves(); foreach (var saveSlot in saveSlots) { saveSlot.transform.Find(gameSettings.NameString).GetComponent <TMP_Text>().text = saves[saveCounter].Username; saveSlot.transform.Find(gameSettings.DifficultyString).GetComponent <TMP_Text>().text = saves[saveCounter].DifficultyLevel; saveSlot.transform.Find(gameSettings.StageString).GetComponent <TMP_Text>().text = saves[saveCounter].LevelName; if (SaveSlotIsEmpty(saveSlots, Array.IndexOf(saveSlots, saveSlot))) { saveSlot.transform.Find(gameSettings.StageString).GetComponent <TMP_Text>().text = saveSlot.name = gameSettings.EmptyLevelString; } ++saveCounter; } }
public void StartNewGame() { saveController.SaveSelected = saveSlotSelectedNumber; //if the player did not enter a name, player name will be Franklem if (playerNameInputField.text == "") { playerNameInputField.text = gameSettings.FranklemName; } saveController.ResetSave(); var saves = saveController.GetSaves(); saves[saveSlotSelectedNumber - 1].Username = playerNameInputField.text; saves[saveSlotSelectedNumber - 1].DifficultyLevel = difficultyDropdownMenu.options[difficultyDropdownMenu.value].text; switch (difficultyDropdownMenu.options[difficultyDropdownMenu.value].text) { case "Easy": gameController.DifficultyLevel = DifficultyLevel.Easy; break; case "Hard": gameController.DifficultyLevel = DifficultyLevel.Hard; break; default: gameController.DifficultyLevel = DifficultyLevel.Medium; break; } saves[saveSlotSelectedNumber - 1].LevelName = gameSettings.EmptyLevelString; gameController.PreviousLevelName = gameSettings.EmptyLevelString; saveController.UpdateSave(saveSlotSelectedNumber); levelLoader.FadeToLevel(gameSettings.OverworldSceneName, LoadSceneMode.Additive); }