public static void SaveCharacter(MasterSave masterSave) { PersistentData.Instance.CurrentSave = masterSave; string charactersPath = Application.persistentDataPath + "/Characters/" + masterSave.saveObject.guid + ".data"; File.WriteAllBytes(charactersPath, Encoding.Default.GetBytes(JsonConvert.SerializeObject(masterSave))); Debug.Log(File.ReadAllText(charactersPath)); PersistentData.Instance.CurrentSave = masterSave; }
private void Update() { if (Input.GetKeyDown(KeyCode.PageUp)) { string[] characters = Directory.GetFiles(charactersFilePath); masterSave = LoadCharacterSave(File.ReadAllText(characters[0])); string test = JsonConvert.SerializeObject(masterSave.characterJson.characterJson); GameObject.Find("Human").GetComponent <Character4DBase>().FromJson(JsonConvert.SerializeObject(masterSave.characterJson.characterJson), false); } }
void checkToggle(bool o) { if (toggle.isOn) { int slotNum = Int32.Parse(this.gameObject.transform.Find("SlotNumBackground").transform.Find("SlotNum").GetComponent <Text>().text) - 1; MasterSave s = LoadHelper.GetMasterSave(Directory.GetFiles(Application.persistentDataPath + "/Characters/")[slotNum]); PersistentData.Instance.CurrentSave = s; Debug.Log(PersistentData.Instance.CurrentSave.saveObject.characterName); } }
void LoadDDL() { string[] saves = LoadHelper.GetCharacterSaves(); for (int i = 0; i < saves.Length; i++) { currMasterSave = LoadHelper.GetMasterSave(saves[i]); Debug.Log(saves[i]); GenerateSaveSlot(currMasterSave.saveObject.characterName, 250, 1, i + 1); } Instantiate(Resources.Load <GameObject>("Prefabs/NewCharacterSlot"), content.transform); }
// Start is called before the first frame update void Start() { saveObject = new SaveObject(); masterSave = new MasterSave(); masterWorldSave = new MasterWorldSave(); characterInventory = new CharacterInventory(); characterPath = Application.persistentDataPath + "/Characters/"; if (!Directory.Exists(Application.persistentDataPath + "/Characters/")) { Directory.CreateDirectory(Application.persistentDataPath + "/Characters/"); } if (!Directory.Exists(Application.persistentDataPath + "/Worlds/")) { Directory.CreateDirectory(Application.persistentDataPath + "/Worlds/"); } }
void GenerateSaveSlot(string name, int gold, int level, int num) { var saveSlot = Instantiate(Resources.Load <GameObject>("Prefabs/SaveSlot"), content.transform); SaveSlotToMasterSave.Add(saveSlot, currMasterSave); saveSlot.transform.SetParent(content.transform, false); saveSlot.GetComponent <Toggle>().group = content.GetComponent <ToggleGroup>(); saveSlot.transform.Find("NamePlaceholder").gameObject.GetComponent <Text>().text = name; saveSlot.transform.Find("GoldPlaceholder").gameObject.GetComponent <Text>().text = gold.ToString(); saveSlot.transform.Find("LevelPlaceholder").gameObject.GetComponent <Text>().text = level.ToString(); saveSlot.transform.Find("SlotNumBackground").gameObject.transform.Find("SlotNum").gameObject.GetComponent <Text>().text = num.ToString(); if (num == 1) { //set default selcted first save Toggle t = saveSlot.GetComponent <Toggle>(); MasterSave s = LoadHelper.GetMasterSave(Directory.GetFiles(Application.persistentDataPath + "/Characters/")[0]); PersistentData.Instance.CurrentSave = s; } }