protected override void Awake() { base.Awake(); playerStats = PlayerPersistence.LoadData(); playerAnimator = GetComponent <Animator>(); playerSoundEffectsController = GetComponent <PlayerSoundEffectsController>(); device = InputManager.ActiveDevice; }
private void OnEnable() { //Oyun basladiginda Cektigimiz Datalari oyuna sokarak baslattik. PlayerData = PlayerPersistence.LoadData(); PlayerLevel = PlayerData.PlayerLevel; PlayerExperience = PlayerData.PlayerExperience; PlayerAttributePoints = PlayerData.AttributePoint; costModifierPoint = PlayerData.CostAttributePoint; fireRateModifierPoint = PlayerData.FireRateAttributePoint; projectileModifierPoint = PlayerData.ProjectileDamageAttributePoint; costModifier = PlayerData.CostModifier; fireRateModifier = PlayerData.FireRateModifier; projectileModifier = PlayerData.ProjectileDamageModifier; }
void OnEnable() { //playerData = new PlayerData(); playerData = PlayerPersistence.LoadData(); fullscreenToggle.onValueChanged.AddListener(delegate { onFullScreenToggle(); }); resolutionDropdown.onValueChanged.AddListener(delegate { setResolution(); }); colorBallDropdown.onValueChanged.AddListener(delegate { setColorBall(); }); backgroundDropdown.onValueChanged.AddListener(delegate { setBackground(); }); applyButton.onClick.AddListener(delegate { onApplyButtonClick(); }); resolutions = Screen.resolutions; foreach (Resolution resolution in resolutions) { resolutionDropdown.options.Add(new Dropdown.OptionData(resolution.ToString())); } LoadSettings(); }
//Load from save state public void OnEnable() { Debug.Log("Attempting to Load Game..."); // Load existing Game playerData = PlayerPersistence.LoadData(); if (playerData.PlayerLevel < 1) { Debug.Log("No save found..starting a new save"); // Create new Data playerData = new PlayerData(true); // Save new Game PlayerPersistence.SaveData(playerData); playerData = PlayerPersistence.LoadData(); } Debug.Log("GameController finished enabling"); }
public IEnumerator Generate() { // term between each cell generation WaitForSeconds delay = new WaitForSeconds(generationStepDelay); PlayerSettings settings = PlayerPersistence.LoadData(); PlayerPrefs.SetFloat("Scale", scale); // initialization when no stored values if (settings.MazeWidth == 0) { settings.MazeWidth = 10; PlayerPrefs.SetInt("mazeWidth", settings.MazeWidth); Debug.Log("MazeWidth Initialized: " + settings.MazeWidth); } if (settings.MazeHeight == 0) { settings.MazeHeight = 10; PlayerPrefs.SetInt("mazeHeight", settings.MazeHeight); Debug.Log("MazeHeight Initialized: " + settings.MazeHeight); } size.x = settings.MazeWidth; size.z = settings.MazeHeight; // initialize cell list cells = new MazeCell[size.x, size.z]; List <MazeCell> activeCells = new List <MazeCell>(); DoFirstGenerationStep(activeCells); while (activeCells.Count > 0) { yield return(delay); DoNextGenerationStep(activeCells); } numOfGoals = (size.x * size.z) / 25; PlayerPrefs.SetInt("GoalCount", 0); // set a goal at edge of the maze for (int i = 0; i < numOfGoals; i++) { CreateGoal(); yield return(delay); } }
void Start() { // load PlayerSettings including PlayerPrefs PlayerSettings settings = PlayerPersistence.LoadData(); // load the values from the previous setting lblWidth.text = settings.MazeWidth.ToString(); lblHeight.text = settings.MazeHeight.ToString(); sldWidth.value = settings.MazeWidth; sldHeight.value = settings.MazeHeight; var listAvailableStrings = ddlNumOfPlayers.options.Select(option => option.text).ToList(); ddlNumOfPlayers.value = listAvailableStrings.IndexOf(settings.NumberOfPlayers.ToString()); var listAvailableStrings2 = ddlTimeLimit.options.Select(option => option.text).ToList(); ddlTimeLimit.value = listAvailableStrings2.IndexOf(settings.TimeLimit.ToString() + "s"); var listAvailableStrings3 = ddlColor.options.Select(option => option.text).ToList(); ddlColor.value = listAvailableStrings3.IndexOf(settings.Color); }
// Use this for initialization void Start() { spriteRenderer = GetComponent <SpriteRenderer>(); animator = GetComponent <Animator>(); rb2d = GetComponent <Rigidbody2D>(); pc = GetComponent <PlayerController>(); bc2d = GetComponent <BoxCollider2D>(); gotHit = false; regainHealth = false; hitFromLeft = false; hitFromRight = false; dead = false; PlayerInfo = PlayerPersistence.LoadData(); //transform.position = PlayerInfo.Position; if (hp > 0) { hp = PlayerInfo.Hp; } power = PlayerInfo.Power; durability = PlayerInfo.Durability; }
// Use this for initialization void Start() { spriteRenderer = GetComponent <SpriteRenderer>(); animator = GetComponent <Animator>(); rb2d = GetComponent <Rigidbody2D>(); hp = GetComponent <PlayerHealth>(); moveInputs = true; ledge = false; gravity = rb2d.gravityScale; boredChance = 0; hitTime = -1f; boostTime = -1f; boosted = false; attack = false; attackCooldown = 0; weapon = 0; throwable = 0; throwCooldown = 0; PlayerInfo = PlayerPersistence.LoadData(); weapon = PlayerInfo.Weapon; throwable = PlayerInfo.Throwable; }