// Use this for initialization void Start() { GetComponent <Animator> ().SetBool("Slow", true); spawnRate = (Mathf.Abs(2 - LevelSaver.getDiff()) + 1) * 100; //LevelSaver swagg = new LevelSaver (); //print (swagg.getContinuousDifficulty ()); }
public static bool LoadGame() { if (Directory.Exists(_folderPath) && File.Exists(GetSavePath(levelID))) { List <Detail> loadDetailList = LevelContainer.currentLevelContainer.GetCurrentLevelDetails(); BinaryFormatter bf = new BinaryFormatter(); FileStream file = File.Open(GetSavePath(levelID), FileMode.Open); LevelSaver save = (LevelSaver)bf.Deserialize(file); file.Close(); foreach (var detail in save.detailList) { foreach (var detailContainer in loadDetailList) { if (detailContainer.name == detail.detailName) { detailContainer.CurrentCount = detail.currentCount; for (int i = 0; i < detailContainer.points.Count; i++) { if (detail.parentList[i]._isInstalled) { detailContainer.points[i].Install(); } } } } } return(true); } else { return(false); } }
// Use this for initialization void Start() { difficulty = LevelSaver.getDiff(); //LevelSaver swagg = new LevelSaver(); GetComponent <Animator> ().SetInteger("Type", difficulty); position = this.transform.position; }
public static void SaveLevel() { if (CurrentLevel != null) { PolygonSelector.Instance.Deselect(); LevelSaver.SaveLevel(CurrentLevel, CurrentLevel.Name); } }
public Task <object> SaveAsync(string path) { LevelSaver saver = new LevelSaver(this, path); BackgroundWorker worker = new BackgroundWorker(); worker.DoWork += new DoWorkEventHandler(saver.DoWork); return(saver); }
public Level() { layers = new SortedSet <Layer>(); enemies = new HashSet <AbstractEnemy>(); levelAreas = new Dictionary <int, LevelPart>(); marioPositions = new Dictionary <int, Vector2>(); currentLevelSection = 0; savedState = new LevelSaver(); Clock = new Timer(); }
public override void OnInspectorGUI() { DrawDefaultInspector(); LevelSaver levelSaverScript = (LevelSaver)target; if (GUILayout.Button("Save")) { levelSaverScript.Save(); } }
// Update is called once per frame void FixedUpdate() { //LevelSaver swag = new LevelSaver (); int jagg = Mathf.FloorToInt(this.GetComponent <Scrollbar>().value / .33f); if (jagg == 3) { jagg = 2; } //swag.setJaggedness(jagg); LevelSaver.setRough(jagg); //print (Mathf.FloorToInt(this.GetComponent<Scrollbar>().value / .33f) + " :X: " + swag.getJaggedness()); }
public static void SaveGame() { LevelSaver level = CreateSaveObject(LevelContainer.currentLevelContainer.GetCurrentLevelDetails()); BinaryFormatter bf = new BinaryFormatter(); if (!Directory.Exists(_folderPath)) { Directory.CreateDirectory(_folderPath); } FileStream file = File.Create(GetSavePath(levelID)); bf.Serialize(file, level); file.Close(); SavePercent(levelID, LevelContainer.currentLevelContainer.GetPercent()); }
// Update is called once per frame void FixedUpdate() { /*LevelSaver swag = new LevelSaver (); * int diff = Mathf.FloorToInt(this.GetComponent<Scrollbar>().value / .33f); * if (diff == 3) diff = 2; * swag.setContinuousDifficulty (diff); * print (diff + " " + swag.getContinuousDifficulty ());*/ int diff = Mathf.FloorToInt(this.GetComponent <Scrollbar>().value / .33f); if (diff == 3) { diff = 2; } LevelSaver.setDiff(diff); //print (Mathf.FloorToInt(this.GetComponent<Scrollbar>().value / .33f) + " :X: " + swag.getJaggedness()); }
public void CreatLevel() { string[] data = LevelReader.GetInputData(); Level level = LevelBinder.CreateLevel(data); if (LevelValidator.IsValid(level)) { LevelsInfo.Add(level); LevelSaver.Save(level, pathToFile); Console.WriteLine("Level created and saved.."); // remove CW from BL Thread.Sleep(3000); } else { Console.WriteLine("level info is wrong");// remove CW from BL } }
private static LevelSaver CreateSaveObject(List <Detail> _allDetails) { LevelSaver level = new LevelSaver(); bool isInstalled; float installedDetailsCount = 0; foreach (Detail detail in _allDetails) { isInstalled = true; DetailSaver detailSav = new DetailSaver(); detailSav.detailName = detail.name; detailSav.currentCount = detail.CurrentCount; List <PointParentConnectorSaver> pPCSaverList = new List <PointParentConnectorSaver>(); detailSav.parentList = pPCSaverList; foreach (var pointPC in detail.points) { PointParentConnectorSaver pPCSaver = new PointParentConnectorSaver(); pPCSaver._isInstalled = pointPC.IsInstalled; if (!pointPC.IsInstalled || !detail.isRoot) { isInstalled = false; } pPCSaverList.Add(pPCSaver); } if (isInstalled) { installedDetailsCount++; } level.detailList.Add(detailSav); } level.percent = Mathf.Round((installedDetailsCount / _allDetails.Count) * 100); return(level); }
public void SaveLevel( ) { if ( m_levelSaver == null ) { m_levelSaver = new LevelSaver(); } m_levelSaver.SaveLevel(CurrentLevel); }
int jaggedness; //retreives the jaggedness value from memory, the value is reversed just to make it easier to work with in code void Start() { jaggedness = (int)Mathf.Abs(2 - LevelSaver.getRough()); //retreives the jaggedness value from memory, the value is reversed just to make it easier to work with in code //jaggedness = (int)Mathf.Abs(2-new LevelSaver().getJaggedness()); //print (new LevelSaver ().getJaggedness () + "jagg"); //print (new LevelSaver ().getContinuousDifficulty () + "diff"); BoxCollider2D box = Underground.GetComponent <BoxCollider2D> (); //--------------------------------------------------------------- //Assign sprites to the array here //Enter values as: (height,length,variant,SpriteRenderer,direction(up,down,flat),vegetationType(grass,dirt,tograss,todirt)) //--------------------------------------------------------------- terrains = new numberedTerrain[elementsCount]; terrains [0] = new numberedTerrain(.32f, .64f, 0, SG0u.GetComponent <SpriteRenderer> (), "up", "grass", SG0u.GetComponent <PolygonCollider2D> ()); terrains [1] = new numberedTerrain(.32f, .64f, 0, SD0u.GetComponent <SpriteRenderer> (), "up", "dirt", SD0u.GetComponent <PolygonCollider2D> ()); terrains [2] = new numberedTerrain(-.32f, .64f, 0, SG0d.GetComponent <SpriteRenderer> (), "down", "grass", SG0d.GetComponent <PolygonCollider2D> ()); terrains [3] = new numberedTerrain(-.32f, .64f, 0, SD0d.GetComponent <SpriteRenderer> (), "down", "dirt", SD0d.GetComponent <PolygonCollider2D> ()); terrains [4] = new numberedTerrain(0, .32f, 0, FG0.GetComponent <SpriteRenderer> (), "flat", "grass", FG0.GetComponent <PolygonCollider2D> ()); terrains [8] = new numberedTerrain(0, .32f, 1, FG1.GetComponent <SpriteRenderer> (), "flat", "grass", FG1.GetComponent <PolygonCollider2D> ()); terrains [5] = new numberedTerrain(0, .32f, 0, FD0.GetComponent <SpriteRenderer> (), "flat", "dirt", FD0.GetComponent <PolygonCollider2D> ()); terrains [6] = new numberedTerrain(0, .32f, 0, FT0.GetComponent <SpriteRenderer> (), "flat", "tograss", FT0.GetComponent <PolygonCollider2D> ()); //the "to" prefix signifies a transition sprite terrains [7] = new numberedTerrain(0, .32f, 0, FT1.GetComponent <SpriteRenderer> (), "flat", "todirt", FT1.GetComponent <PolygonCollider2D> ()); //the "to" prefix signifies a transition sprite //--------------------------------------------------------------- //Generation takes place here //--------------------------------------------------------------- Vector3 renderPosition = new Vector3(xDistance, yLocation, 0); for (int pos = 0; pos != chunksToGenerate; pos++) { xDistance += terrains [lastIndex].getL(); if (flatFor > 0) { Instantiate(getTerrain("flat", currentVegetation), getRenderPosition(), renderRotation); if (transitioning) { transitioning = false; currentVegetation = currentVegetation.Substring(2); //takes off the "to" part of the string to convert it to a nontransition state } else { switchVeg(); } flatFor--; } else { int dir = newDirection(); yLocation += terrains [lastIndex].getH() / 2; if (dir == 1) { Instantiate(getTerrain("up", currentVegetation), getRenderPosition(), renderRotation); } else if (dir == -1) { Instantiate(getTerrain("down", currentVegetation), getRenderPosition(), renderRotation); } else if (dir >= 0) { Instantiate(getTerrain("flat", currentVegetation), getRenderPosition(), renderRotation); } } addUnderground(getRenderPosition()); if (pos == chunksToGenerate - 1 && !endingGeneration) { endingGeneration = true; flatFor = 6; pos -= 6; addEndColliders(); } } }
//public static LevelGenerator Create() //{ // GameObject gameObject = new GameObject(); // gameObject.name = "GenerateLevels"; // LevelGenerator gerador = gameObject.AddComponent<LevelGenerator>(); // gerador.level = new Level(); // return gerador; //} public LevelGenerator() { _level = new Level(); _lvlSaver = new LevelSaver(); }
private void save_MouseDown(object sender, MouseButtonEventArgs e) { LevelSaver levelSaver = new LevelSaver(tiles, levelname.Text, numberMoves.Text, bullet.IsChecked.Value, warp.IsChecked.Value); }