Load() 공개 메소드

public Load ( PersistableObject, o ) : void
o PersistableObject,
리턴 void
예제 #1
0
 private void Update()
 {
     if (Input.GetKeyDown(CreateKey))
     {
         CreateObject();
     }
     else if (Input.GetKeyDown(DestroyKey))
     {
         DestroyObject();
     }
     else if (Input.GetKeyDown(NewGameKey))
     {
         StartNewGame();
     }
     else if (Input.GetKeyDown(SaveGameKey))
     {
         storage.Save(this, saveVersion);
     }
     else if (Input.GetKeyDown(LoadGameKey))
     {
         storage.Load(this);
     }
 }
예제 #2
0
    private void Update()
    {
        if (Input.GetKeyDown(createKey))
        {
            CreateObject();
        }

        if (Input.GetKeyDown(newGameKey))
        {
            BeginNewGame();
        }

        if (Input.GetKeyDown(saveKey))
        {
            storage.Save(this, saveVersion);
        }

        if (Input.GetKeyDown(loadKey))
        {
            BeginNewGame();
            storage.Load(this);
        }
    }
예제 #3
0
    void Update()
    {
        if (Input.GetKeyDown(createKey))
        {
            CreateShape();
        }
        else if (Input.GetKey(newGameKey))
        {
            BeginNewGame();
        }
        else if (Input.GetKeyDown(saveKey))
        {
            storage.Save(this, saveVersion);
        }
        else if (Input.GetKeyDown(loadKey))
        {
            BeginNewGame();
            storage.Load(this);
        }
        else if (Input.GetKeyDown(destroyKey))
        {
            DestroyShape();
        }

        creationProgress += Time.deltaTime * CreationSpeed;
        while (creationProgress >= 1f)
        {
            creationProgress -= 1f;
            CreateShape();
        }
        destructionProgress += Time.deltaTime * DestructionSpeed;
        while (destructionProgress >= 1f)
        {
            destructionProgress -= 1f;
            DestroyShape();
        }
    }
예제 #4
0
 private void Update()
 {
     if (Input.GetKeyDown(createKey))
     {
         CreateShape();
     }
     else if (Input.GetKeyDown(destroyKey))
     {
         DestroyShape();
     }
     else if (Input.GetKeyDown(newGameKey))
     {
         BeginNewGame();
         StartCoroutine(LoadLevel(loadedLevelBuildIndex));
     }
     else if (Input.GetKeyDown(saveKey))
     {
         storage.Save(this, SaveVersion);
     }
     else if (Input.GetKeyDown(loadKey))
     {
         BeginNewGame();
         storage.Load(this);
     }
     else
     {
         for (int i = 1; i <= levelCount; i++)
         {
             if (Input.GetKeyDown(KeyCode.Alpha0 + i))
             {
                 BeginNewGame();
                 StartCoroutine(LoadLevel(i));
                 return;
             }
         }
     }
 }
 // Update is called once per frame
 void Update()
 {
     if (Input.GetKeyDown(creatKey))
     {
         GameLevel.Current.SpawnShape();
     }
     else if (Input.GetKeyDown(destoryKey))
     {
         DestoryShape();
     }
     else if (Input.GetKeyDown(beginKey))
     {
         BeginNewGame();
         StartCoroutine(LoadLevel(loadedLevelBuildIndex));
     }
     else if (Input.GetKeyDown(saveKey))
     {
         storage.Save(this, saveVersion);
     }
     else if (Input.GetKeyDown(loadKey))
     {
         BeginNewGame();
         storage.Load(this);
     }
     else
     {
         for (int i = 1; i <= LevelCount; i++)
         {
             if (Input.GetKeyDown(KeyCode.Keypad0 + i))
             {
                 BeginNewGame();
                 StartCoroutine(LoadLevel(i));
                 return;
             }
         }
     }
 }
 void Update()
 {
     if (Input.GetKeyDown(createKey)) // Spawn objects into the currently selected level when createKey is pressed
     {
         GameLevel.Current.SpawnShapes();
     }
     else if (Input.GetKeyDown(destroyKey)) // Prepare object for destruction when destroyKey is pressed
     {
         DestroyShape();
     }
     else if (Input.GetKeyDown(newGameKey)) // Refresh game level when button is pressed
     {
         BeginNewGame();
         StartCoroutine(LoadLevel(loadedLevelBuildIndex));
     }
     else if (Input.GetKeyDown(saveKey)) // Save data in current level if button is pressed
     {
         storage.Save(this, saveVersion);
     }
     else if (Input.GetKeyDown(loadKey))
     {
         BeginNewGame(); // Refresh game level, then load object data from save file
         storage.Load(this);
     }
     else
     {
         for (int i = 1; i <= levelCount; i++)         // Checks through levels
         {
             if (Input.GetKeyDown(KeyCode.Alpha0 + i)) // Checks if a number button is pressed that corresponds to a level
             {
                 BeginNewGame();                       // Refresh scene and load a new level
                 StartCoroutine(LoadLevel(i));
                 return;
             }
         }
     }
 }
예제 #7
0
 // Update is called once per frame
 void Update()
 {
     if (Input.GetKeyDown(createKey))
     {
         //CreateShape();
         GameLevel.Current.SpawnShapes();
     }
     else if (Input.GetKeyDown(destroyKey))
     {
         DestroyShape();
     }
     else if (Input.GetKey(newGameKey))
     {
         BeginNewGame();
         StartCoroutine(LoadLevel(loadedLevelBuildIndex));
     }
     else if (Input.GetKeyDown(saveKey))
     {
         storage.Save(this, saveVersion);
     }
     else if (Input.GetKeyDown(loadKey))
     {
         BeginNewGame();
         storage.Load(this);
     }
     else
     {
         for (int i = 0; i <= levelCount; ++i)
         {
             if (Input.GetKeyDown(KeyCode.Alpha0 + i))
             {
                 BeginNewGame();
                 StartCoroutine(LoadLevel(i));
             }
         }
     }
 }
예제 #8
0
 void Update()
 {
     if (Input.GetKey(createKey))
     {
         CreateShape();
     }
     if (Input.GetKey(destroyKey))
     {
         DestroyShape();
     }
     if (Input.GetKey(newGameKey))
     {
         BeginNewGame();
     }
     if (Input.GetKeyDown(saveKey))
     {
         storage.Save(this, saveVersion);
     }
     if (Input.GetKeyDown(loadKey))
     {
         BeginNewGame();
         storage.Load(this);
     }
     creationProgress    += Time.deltaTime * CreationSlider.value * 100f;
     destructionProgress += Time.deltaTime * DestructionSlider.value * 100f;
     if (creationProgress >= 1f)
     {
         creationProgress -= 1f;
         CreateShape();
     }
     if (destructionProgress >= 1f)
     {
         destructionProgress -= 1f;
         DestroyShape();
     }
 }
 private void Update()
 {
     //Creating new cubes on keyinput - c
     if (Input.GetKeyDown(createKey))
     {
         CreateObjects();
     }
     //starting a new game
     else if (Input.GetKeyDown(newGameKey))
     {
         BeginNewGame();
     }
     //saving the game
     else if (Input.GetKeyDown(saveKey))
     {
         storage.Save(this);
     }
     //loading form saved file
     else if (Input.GetKeyDown(loadKey))
     {
         BeginNewGame();
         storage.Load(this);
     }
 }
예제 #10
0
 private void Update()
 {
     if (Input.GetKey(createKey))
     {
         CreateShape();
     }
     else if (Input.GetKeyDown(destroyKey))
     {
         DestroyShape();
     }
     else if (Input.GetKeyDown(newGameKey))
     {
         BeginNewGame();
     }
     else if (Input.GetKeyDown(saveKey))
     {
         storage.Save(this, saveVersion);
     }
     else if (Input.GetKeyDown(loadKey))
     {
         BeginNewGame();
         storage.Load(this);
     }
 }
예제 #11
0
파일: Game.cs 프로젝트: xuejiaW/Study-Notes
 private void Update()
 {
     if (Input.GetKeyDown(createKey))
     {
         GameLevel.Current.SpawnShape();
     }
     else if (Input.GetKeyDown(destroyKey))
     {
         DestroyShape();
     }
     else if (Input.GetKeyDown(newGameKey))
     {
         BeginNewGame();
         StartCoroutine(LoadLevel(loadedLevelBuildIndex));
     }
     else if (Input.GetKeyDown(saveKey))
     {
         storage.Save(this);
     }
     else if (Input.GetKeyDown(loadKey))
     {
         storage.Load(this);
     }
     else
     {
         for (int i = 1; i != levelCount; ++i)
         {
             if (Input.GetKeyDown(KeyCode.Alpha0 + i))
             {
                 BeginNewGame();
                 StartCoroutine(LoadLevel(i));
                 return;
             }
         }
     }
 }
예제 #12
0
 public void LoadGame()
 {
     storage.Load(this);
 }
예제 #13
0
    private void FixedUpdate()
    {
        inGameUpdateLoop = true;

        for (int i = 0; i < shapes.Count; i++)
        {
            shapes[i].GameUpdate();
        }

        inGameUpdateLoop = false;

        #region KeyControls
        //куча ифов для кнопок
        if (Input.GetKey(createKey))
        {
            GameLevel.Current.SpawnShapes();
        }
        else if (Input.GetKey(destroyKey))
        {
            DestroyShape();
        }
        else if (Input.GetKeyDown(newGameKey))
        {
            BeginNewGame();
            StartCoroutine(LoadLevel(loadedLevelBuildIndex));
        }
        else if (Input.GetKeyDown(saveGameKey))
        {
            storage.Save(this, saveVersion);
        }
        else if (Input.GetKeyDown(loadGameKey))
        {
            BeginNewGame();
            storage.Load(this);
        }
        else
        {
            for (int i = 1; i <= levelCount; i++)
            {
                if (Input.GetKeyDown(KeyCode.Alpha0 + i))
                {
                    BeginNewGame();
                    StartCoroutine(LoadLevel(i));
                    return;
                }
            }
        }
        #endregion

        //Управление скоростью создания шейпов
        creationProgress += Time.deltaTime * CreationSpeed;

        while (creationProgress >= 1f)
        {
            creationProgress -= 1f;
            GameLevel.Current.SpawnShapes();
        }

        //управление скоростью разрушения шейпов
        destructionProgress += Time.deltaTime * DestructionSpeed;

        while (destructionProgress >= 1f)
        {
            destructionProgress -= 1f;
            DestroyShape();
        }

        int limit = GameLevel.Current.PopulationLimit;
        if (limit > 0)
        {
            while (shapes.Count - dyingShapeCount > limit)
            {
                DestroyShape();
            }
        }
        if (killList.Count > 0)
        {
            for (int i = 0; i < killList.Count; i++)
            {
                if (killList[i].IsValid)
                {
                    KillImmediately(killList[i].Shape);
                }
            }
            killList.Clear();
        }
        if (markAsDyingList.Count > 0)
        {
            for (int i = 0; i < markAsDyingList.Count; i++)
            {
                if (markAsDyingList[i].IsValid)
                {
                    MarkAsDyingImmediately(markAsDyingList[i].Shape);
                }
            }
            markAsDyingList.Clear();
        }
    }
예제 #14
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    private void LoadGame()
    {
        StartNewGame();

        _storage.Load(this);
    }
예제 #15
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 public void Load()
 {
     BeginNewGame();
     storage.Load(this);
 }