예제 #1
0
    // LoadInformation.LoadAllInformation();
    public static void LoadAllInformation()
    {
        GameInformation.PlayerName  = PlayerPrefs.GetString("PLAYERNAME");
        GameInformation.PlayerClass = (BaseClass)PlayerPrefSerialization.Load("PLAYERCLASS");
        GameInformation.PlayerCPU   = PlayerPrefs.GetInt("PLAYERCPU");

        GameInformation.Credits = PlayerPrefs.GetInt("CREDITS");


        GameInformation.RAM = PlayerPrefs.GetInt("PLAYERRAM");

        GameInformation.Strength  = PlayerPrefs.GetInt("PLAYERSTRENGTH");
        GameInformation.Dexterity = PlayerPrefs.GetInt("PLAYERDEXTERITY");
        GameInformation.Intellect = PlayerPrefs.GetInt("PLAYERINTELLECT");
    }
예제 #2
0
    //allows all player saved information to be loaded
    public static void LoadAllInformation()
    {
        GameInformation.PlayerLevel = PlayerPrefs.GetInt("PLAYERLEVEL");
        GameInformation.PlayerName  = PlayerPrefs.GetString("PLAYERNAME");
        GameInformation.Stamina     = PlayerPrefs.GetInt("STAMINA");
        GameInformation.Strength    = PlayerPrefs.GetInt("STRENGTH");
        GameInformation.Intellect   = PlayerPrefs.GetInt("INTELLECT");
        GameInformation.Endurance   = PlayerPrefs.GetInt("ENDURANCE");
        GameInformation.Dexterity   = PlayerPrefs.GetInt("DEXTERITY");

        if (PlayerPrefs.GetString("EQUIPMENTITEM1") != null)
        {
            GameInformation.EquipmentOne = (BaseEquipment)PlayerPrefSerialization.Load("EQUIPMENTITEM1");
        }
    }
예제 #3
0
    //allow for all player information to be saved
    public static void SaveAllInformation()
    {
        PlayerPrefs.SetInt("PLAYERLEVEL", GameInformation.PlayerLevel);
        PlayerPrefs.SetString("PLAYERNAME", GameInformation.PlayerName);
        PlayerPrefs.SetInt("STAMINA", GameInformation.Stamina);
        PlayerPrefs.SetInt("STRENGTH", GameInformation.Strength);
        PlayerPrefs.SetInt("INTELLECT", GameInformation.Intellect);
        PlayerPrefs.SetInt("ENDURANCE", GameInformation.Endurance);
        PlayerPrefs.SetInt("DEXTERITY", GameInformation.Dexterity);

        if (GameInformation.EquipmentOne != null)
        {
            PlayerPrefSerialization.Save("EQUIPMENTITEM1", GameInformation.EquipmentOne);
        }
        //for testing
        Debug.Log("SAVED ALL PLAYER INFORMATION");
    }
예제 #4
0
    // break into smaller funcs
    public static void SaveAllInformation()
    {
        PlayerPrefs.SetString("PLAYERNAME", GameInformation.PlayerName);
        PlayerPrefSerialization.Save("PLAYERCLASS", GameInformation.PlayerClass);
        PlayerPrefs.SetInt("PLAYERCPU", GameInformation.PlayerCPU);

        PlayerPrefs.SetInt("CREDITS", GameInformation.Credits);

        PlayerPrefs.SetInt("PLAYERRAM", GameInformation.RAM);

        PlayerPrefs.SetInt("PLAYERSTRENGTH", GameInformation.Strength);
        PlayerPrefs.SetInt("PLAYERDEXTERITY", GameInformation.Dexterity);
        PlayerPrefs.SetInt("PLAYERINTELLECT", GameInformation.Intellect);

        SaveCurrentlyEquiped();

        Debug.Log("Saved information");
    }
예제 #5
0
    public void LoadCurrentlyEquiped()
    {
        // Save Defensive Hardware
        // Shell
        if (GameInformation.EquipedShell != null)
        {
            GameInformation.EquipedShell = (BaseDefensiveHardware)PlayerPrefSerialization.Load("SHELL");
        }
        // Processor
        if (GameInformation.EquipedProcessor != null)
        {
            GameInformation.EquipedProcessor = (BaseDefensiveHardware)PlayerPrefSerialization.Load("PROCESSOR");
        }
        // Expansion 1
        if (GameInformation.EquipedExpansion1 != null)
        {
            GameInformation.EquipedExpansion1 = (BaseDefensiveHardware)PlayerPrefSerialization.Load("EXPANSION1");
        }
        // Expansion 2
        if (GameInformation.EquipedExpansion2 != null)
        {
            GameInformation.EquipedExpansion2 = (BaseDefensiveHardware)PlayerPrefSerialization.Load("EXPANSION2");
        }
        // Coroutine
        if (GameInformation.EquipedCoroutine != null)
        {
            GameInformation.EquipedCoroutine = (BaseDefensiveHardware)PlayerPrefSerialization.Load("COROUTINE");
        }

        // Save Offensive Hardware
        // Main hand
        if (GameInformation.EquipedMainHand != null)
        {
            PlayerPrefSerialization.Load("MAINHAND");
        }
        // Off hand
        if (GameInformation.EquipedOffHand != null)
        {
            PlayerPrefSerialization.Load("OFFHAND");
        }
    }
예제 #6
0
    static public void SaveCurrentlyEquiped()
    {
        // Save Defensive Hardware
        // Shell
        if (GameInformation.EquipedShell != null)
        {
            PlayerPrefSerialization.Save("SHELL", GameInformation.EquipedShell);
        }
        // Processor
        if (GameInformation.EquipedProcessor != null)
        {
            PlayerPrefSerialization.Save("PROCESSOR", GameInformation.EquipedProcessor);
        }
        // Expansion 1
        if (GameInformation.EquipedExpansion1 != null)
        {
            PlayerPrefSerialization.Save("EXPANSION1", GameInformation.EquipedExpansion1);
        }
        // Expansion 2
        if (GameInformation.EquipedExpansion2 != null)
        {
            PlayerPrefSerialization.Save("EXPANSION2", GameInformation.EquipedExpansion2);
        }
        // Coroutine
        if (GameInformation.EquipedCoroutine != null)
        {
            PlayerPrefSerialization.Save("COROUTINE", GameInformation.EquipedCoroutine);
        }

        // Save Offensive Hardware
        // Main hand
        if (GameInformation.EquipedMainHand != null)
        {
            PlayerPrefSerialization.Save("MAINHAND", GameInformation.EquipedMainHand);
        }
        // Off hand
        if (GameInformation.EquipedOffHand != null)
        {
            PlayerPrefSerialization.Save("OFFHAND", GameInformation.EquipedOffHand);
        }
    }