예제 #1
0
    // Use this for initialization
    void Start()
    {
        data = GetComponent <DataManager>();
        //persistentData = new AppData();
        bgaData             = new JSONObject(bgaTableData.text);
        gameToLaunch        = new GameSpecs();
        onlineGameInterface = new Multi.Interface();
        gameSaved           = new GameState();

#if !UNITY_EDITOR || PERSISTENT_DATA
        loadAppData();
#endif
        if (musicOn)
        {
            GameObject.FindGameObjectWithTag("BGM").GetComponent <AudioSource>().Play();
        }
        else
        {
            Transform musicButtons = GameObject.Find("MenuUI").transform.Find("Options menu/Music slider");
            musicButtons.Find("On").gameObject.SetActive(false);
            musicButtons.Find("Off").gameObject.SetActive(true);
        }

        initializationDone = true;
    }
예제 #2
0
 private void Initialise()
 {
     blinds      = FindObjectOfType <GameUI.BlindController>();
     hud         = FindObjectOfType <GameUI.MainHUD>();
     menu        = FindObjectOfType <GameUI.MainMenu>();
     emmiter     = FindObjectOfType <BubbleEmmiter>();
     sound       = FindObjectOfType <SoundStorage>();
     musicPlayer = FindObjectOfType <MusicManager>();
     spec        = LoadSpec();
 }
예제 #3
0
    public static bool Save(GameSpecs specs)
    {
        switch (Application.platform)
        {
        case RuntimePlatform.Android:
        {
            return(SaveSpecsAndroid(specs));
        }

        default:
        {
            return(SaveSpecsDefault(specs));
        }
        }
    }
예제 #4
0
    public static bool Load(out GameSpecs specs)
    {
        Debug.Log("Try to load settings.");
        switch (Application.platform)
        {
        case RuntimePlatform.Android:
        {
            return(LoadSpecsAndroid(out specs));
        }

        default:
        {
            return(LoadSettingsDefault(out specs));
        }
        }
    }
예제 #5
0
    private static bool SaveSpecsDefault(GameSpecs specs)
    {
        string path = Application.streamingAssetsPath + "/specs.dat";

        try
        {
            XmlSerializer formatter = new XmlSerializer(typeof(GameSpecs));
            // получаем поток, куда будем записывать сериализованный объект
            using (FileStream fs = new FileStream(path, FileMode.Create))
            {
                formatter.Serialize(fs, specs);
            }
            Debug.Log(path + " - saved(default)");
            return(true);
        }
        catch (Exception e)
        {
            Debug.Log(e.Message);
            return(false);
        }
    }
예제 #6
0
    private static bool LoadSettingsDefault(out GameSpecs specs)
    {
        string path = Application.streamingAssetsPath + "/specs.dat";
        // передаем в конструктор тип класса
        XmlSerializer formatter = new XmlSerializer(typeof(GameSpecs));

        specs = new GameSpecs();
        // десериализация
        try
        {
            FileStream fs = new FileStream(path, FileMode.Open);
            specs = (GameSpecs)formatter.Deserialize(fs);
            Debug.Log(path + " - ok");
            fs.Close();
            Debug.Log("Settings loaded.");
            return(true);
        }
        catch (Exception)
        {
            Debug.Log("Set default");
            return(false);
        }
    }