public void SaveDecksIntoPlayerPrefs() { for (int i = 0; i < 9; i++) { string deckNameKey = "DeckName" + i.ToString(); if (PlayerPrefs.HasKey(deckNameKey)) { PlayerPrefs.DeleteKey(deckNameKey); } } for (int i = 0; i < AllDecks.Count; i++) { string deckListKey = "Deck" + i.ToString(); string deckNameKey = "DeckName" + i.ToString(); List <string> cardNamesList = new List <string> (); foreach (CardAsset a in AllDecks[i].Cards) { cardNamesList.Add(a.name); } string[] cardNamesArray = cardNamesList.ToArray(); PlayerPrefsX.SetStringArray(deckListKey, cardNamesArray); PlayerPrefs.SetString(deckNameKey, AllDecks[i].DeckName); } }
public void End(string name) { if (testNetwork.isConnect) { myParse.InsertScore(combo, name); GameObject.Find("Preload").GetComponent <Preload>().FirstInStartScene(); Application.LoadLevel("Start"); } int[] scores = PlayerPrefsX.GetIntArray("scores"); string[] names = PlayerPrefsX.GetStringArray("names"); scores[10] = combo; names[10] = name; for (int i = 0; i < scores.Length; i++) { for (int j = i; j < scores.Length; j++) { if (scores[j] > scores[i]) { int temp = scores[j]; scores[j] = scores[i]; scores[i] = temp; string temp1 = names[j]; names[j] = names[i]; names[i] = temp1; } } } PlayerPrefsX.SetIntArray("scores", scores); PlayerPrefsX.SetStringArray("names", names); }
void Start() { if (PlayerPrefsX.GetIntArray("TablicaWynikow", 0, 10)[0] == 0) { int[] TablicaWynikow = new int[10] { 0, 0, 0, 0, 0, 0, 0, 0, 0, 0 }; PlayerPrefsX.SetIntArray("TablicaWynikow", TablicaWynikow); } if (PlayerPrefsX.GetStringArray("TablicaWynikowNick", "", 10)[0] == "") { string[] TablicaWynikowNick = new string[10] { "", "", "", "", "", "", "", "", "", "" }; PlayerPrefsX.SetStringArray("TablicaWynikowNick", TablicaWynikowNick); } scena = SceneManager.GetActiveScene(); if (scena.name != naz) { menuInGame.SetActive(false); } }
private void SaveCoinFromArr(List <GameObject> coin_lst, string prefix) { List <Quaternion> coin_rotation = new List <Quaternion>(); List <Vector3> coin_position = new List <Vector3>(); List <string> coin_names = new List <string>(); for (int i = 0; i < coin_lst.Count; i++) { if (coin_lst[i] != null) { if (coin_lst[i].activeInHierarchy == true) {/////////////////////////// change from != false if (coin_lst[i].activeInHierarchy) { coin_rotation.Add(coin_lst[i].transform.rotation); coin_position.Add(coin_lst[i].transform.position); coin_names.Add(coin_lst[i].name); } } } } PlayerPrefsX.SetQuaternionArray(prefix + "Quaternion", coin_rotation.ToArray()); PlayerPrefsX.SetVector3Array(prefix + "Position", coin_position.ToArray()); PlayerPrefsX.SetStringArray(prefix + "Name", coin_names.ToArray()); if (coin_names.Count > 0) { PlayerPrefs.SetInt(prefix + "Count", coin_names.Count); } else { PlayerPrefs.SetInt(prefix + "Count", 0); } }
public void Save() { //Make sure savefile has name string saveName = GameObject.Find("SaveAsText").GetComponent <Text>().text; if (!string.Equals(saveName, "")) { //Set save number int n; if (PlayerPrefs.HasKey("saveNumber")) { n = PlayerPrefs.GetInt("saveNumber"); } else { n = 0; } PlayerPrefs.SetInt("saveNumber", ++n); //Save arrays into PlayerPrefsX string[] words = new string[CustomTiles.wordNumber - 1]; string[] translations = new string[CustomTiles.wordNumber - 1]; for (int i = 0; i < CustomTiles.wordNumber - 1; i++) { words[i] = CustomTiles.words[i]; translations[i] = CustomTiles.translations[i]; } PlayerPrefsX.SetStringArray("WordsSave" + n, words); PlayerPrefsX.SetStringArray("TranslationsSave" + n, translations); PlayerPrefs.SetString("SaveName" + n, saveName); CustomTiles.savePanel.SetActive(false); SceneManager.LoadScene(3, LoadSceneMode.Single); } }
public Text listeScores; //Text pour la liste des scores //variable à transformer en % NiveauOxygene void Start() { //ChangementScenePortail.leNomDuJoueur = "Kim"; //ControlerPersonnage.NiveauOxygene=10; PlayerPrefs.DeleteKey("FichierScores"); //Effacer les données précédemment enregistrées PlayerPrefs.DeleteKey("FichierNoms"); //Effacer les données précédemment enregistrées bool infoExisteDeja = PlayerPrefs.HasKey("FichierNoms"); //Regarde si valeurs présentes //si valeurs trouvées on affiche if (infoExisteDeja == true) { //lecture des données tableauValeursScore = PlayerPrefsX.GetFloatArray("FichierScores"); tableauNoms = PlayerPrefsX.GetStringArray("FichierNoms"); } tableauNoms[3] = ChangementScenePortail.leNomDuJoueur; tableauValeursScore[3] = ControlerPersonnage.NiveauOxygene; //listeScores.text = tableauValeursScore[0].ToString(); //Trier le tableau selon le score System.Array.Sort(tableauValeursScore, tableauNoms); System.Array.Reverse(tableauValeursScore); // System.Array.Reverse(tableauNoms); // AfficherElements(); //Écriture des données PlayerPrefsX.SetFloatArray("FichierScores", tableauValeursScore); PlayerPrefsX.SetStringArray("FichierNoms", tableauNoms); }
void SaveTime(string time) { string[] times = PlayerPrefsX.GetStringArray(TimeKEY); //[0,0,0]// 取得 times = Add(times, time); // 新しい得点を追加 Debug.Log(string.Join(",", times)); // 配列の要素を,区切りのstring型で表示する PlayerPrefsX.SetStringArray(TimeKEY, times); // 保存 }
public void SaveGiftsRev2(List <GameObject> objects, string prefix) { List <Vector3> positions = new List <Vector3>(); List <Quaternion> rotations = new List <Quaternion>(); List <string> names = new List <string>(); for (int i = 0; i < objects.Count; i++) { if (objects[i].activeInHierarchy) { positions.Add(objects[i].transform.position); rotations.Add(objects[i].transform.rotation); names.Add(objects[i].name); } } if (names.Count > 0) { PlayerPrefsX.SetQuaternionArray(prefix + "Quaternion", rotations.ToArray()); PlayerPrefsX.SetVector3Array(prefix + "Position", positions.ToArray()); PlayerPrefsX.SetStringArray(prefix + "Name", names.ToArray()); PlayerPrefs.SetInt(prefix + "Count", names.Count); } else { PlayerPrefs.SetInt(prefix + "Count", 0); } }
void SaveUserName(string name) { string[] names = PlayerPrefsX.GetStringArray(UserNameKEY); //[0,0,0]// 取得 names = Add(names, name); // 新しい得点を追加 Debug.Log(string.Join(",", names)); // 配列の要素を,区切りのstring型で表示する PlayerPrefsX.SetStringArray(UserNameKEY, names); // 保存 }
//These are save and load functions for the items class. //This is not currently in use but will be use in the future. public void SaveValues() { foreach (var item in m_items) { PlayerPrefs.SetInt("NumberOfItems", item.m_amountOfItemsForPlayer); PlayerPrefs.SetFloat("Durability", (float)item.durability); PlayerPrefs.SetFloat("ValueofItem", (float)item.valueOfItem); PlayerPrefs.SetString("ItemName " + item.name, item.name); PlayerPrefs.SetString("ItemDescription", item.description); PlayerPrefsX.SetBool("IsDurability", item.isDurability); PlayerPrefsX.SetBool("IsItemStatic", item.staticItem); PlayerPrefsX.SetBool("ValueIsPercentage", item.isAPercentage); PlayerPrefsX.SetBool("IsStackable", item.isStackable); //Saving only one of the arrays as they are all the same but //will be converted to the same number after it is loaded PlayerPrefsX.SetStringArray("StatusNames", item.statusNames[0].ToArray()); PlayerPrefsX.SetStringArray("TypesNames", item.typesNames[0].ToArray()); PlayerPrefsX.SetStringArray("StatsNames", item.allStatsEffected[0].ToArray()); //_______________________________________________________________________________ PlayerPrefsX.SetIntArray("StatsIndex", item.m_statIndex.ToArray()); PlayerPrefsX.SetIntArray("TypeIndex", item.typesindex.ToArray()); PlayerPrefsX.SetIntArray("StatusIndex", item.statusIndex.ToArray()); PlayerPrefs.Save(); } }
void UnlockStages(GameObject stage, float soul) { if (allSoul < soul) { Debug.Log("Soul not enough"); } else { string[] rs = PlayerPrefsX.GetStringArray("StageListUnlockx"); for (int i = 0; i < rs.Length; i++) { unlockStage.Add(rs [i]); } unlockStage.Add(stage.transform.name); if (!PlayerPrefsX.SetStringArray("StageListUnlockx", unlockStage.ToArray())) { Debug.Log("Can't save names"); } stage.transform.FindChild("Unlock").gameObject.SetActive(false); stage.transform.FindChild("Stage_Info").gameObject.SetActive(false); stage.transform.FindChild("Play").gameObject.SetActive(true); allSoul = allSoul - needSoul; allSoulText.text = "" + allSoul; PlayerPrefs.SetFloat("allSoul", allSoul); } }
public void UnlockCar(string id) { var listCar = PlayerPrefsX.GetStringArray("lockCar").ToList(); listCar.Remove(id); PlayerPrefsX.SetStringArray("lockCar", listCar.ToArray()); }
private void addSort() { int index = 0; int temp = 0; int temp2 = currentScore; string tempS1 = ""; string tempS2 = nameInput.text; for (int i = userArray.Length - 1; i >= 0; i--) { if (temp2 < scoreArray [i]) { break; } index = i; } for (int i = index; i < userArray.Length; i++) { temp = scoreArray [i]; tempS1 = userArray [i]; scoreArray [i] = temp2; userArray [i] = tempS2; temp2 = temp; tempS2 = tempS1; } PlayerPrefsX.SetStringArray("userArray", userArray); PlayerPrefsX.SetIntArray("scoreArray", scoreArray); }
/// <summary> /// /// </summary> /// <returns></returns> public SaveEventMessages SetSaveData() { if (m_ActiveSave == null) { return(SaveEventMessages.SaveSlotEmpty); } if (OverrideSaveData() != SaveEventMessages.SaveOverrideSuccess) { return(SaveEventMessages.SaveOverrideSuccess); } string[] temp; if (m_Save1.GetSaveID() == m_ActiveSave.GetSaveID()) { temp = SaveData.SaveDataToStringArray(m_Save1); ExtendedFunctions.PrintArray(temp); PlayerPrefsX.SetStringArray(K_SAVE1, temp); } else if (m_Save2.GetSaveID() == m_ActiveSave.GetSaveID()) { temp = SaveData.SaveDataToStringArray(m_Save2); PlayerPrefsX.SetStringArray(K_SAVE2, temp); } PlayerPrefs.SetInt(K_HIGHSCORE, m_HighScore); return(SaveEventMessages.SaveSuccess); }
public void SaveGifts() { GameObject[] gifts_array = GameObject.FindGameObjectsWithTag("Gift"); if (gifts_array.Length > 0) { Quaternion[] gift_rotation = new Quaternion[gifts_array.Length]; Vector3[] gift_position = new Vector3[gifts_array.Length]; string[] gift_names = new string[gifts_array.Length]; for (int i = 0; i < gifts_array.Length; i++) { gift_rotation[i] = gifts_array[i].transform.rotation; gift_position[i] = gifts_array[i].transform.position; gift_names[i] = gifts_array[i].name; } PlayerPrefsX.SetQuaternionArray("GiftQuaternion", gift_rotation); PlayerPrefsX.SetVector3Array("GiftPosition", gift_position); PlayerPrefsX.SetStringArray("GiftName", gift_names); PlayerPrefs.SetInt("GiftCount", gifts_array.Length); } else { PlayerPrefs.SetInt("GiftCount", 0); } }
private void SavePlayerPrefsData() { for (int i = 0; i < playerPrefsMaxArraySize; i++) { nameList[i] = "null"; //coordinateList[i] = Vector2d.zero; XList[i] = "null"; YList[i] = "null"; } int j = 0; foreach (KeyValuePair <string, Vector2d> entry in savedMarkers) { // do something with entry.Value or entry.Key nameList[j] = entry.Key; //coordinateList[j] = entry.Value; XList[j] = entry.Value.x.ToString(); YList[j] = entry.Value.y.ToString(); j++; } PlayerPrefsX.SetStringArray("nameList", nameList); //PlayerPrefsX.SetVector2Array("coordinateList", coordinateList); PlayerPrefsX.SetStringArray("XList", XList); PlayerPrefsX.SetStringArray("YList", YList); PlayerPrefs.SetInt("listLength", playerPrefsCurrentArraySize); }
public void UnlockWorld(string nameWorld) { var listWorld = PlayerPrefsX.GetStringArray("lockWorld").ToList(); listWorld.Remove(nameWorld); PlayerPrefsX.SetStringArray("lockWorld", listWorld.ToArray()); }
// Specific paramerters for loading experiments void ReadyExp() { // --------------------------------------------------------------------- // Experiment: ESC return name of city to load based on id number // --------------------------------------------------------------------- if (expID.options[expID.value].text == "esc") { int id = int.Parse(subID.text); // parse the id input string to int if (practice.isOn) { config.level = "esc_practice"; } else { // if it's in the 100 range, load city 01 if (id > 100 && id < 200) { config.level = "esc_city01"; PlayerPrefsX.SetStringArray("NextLevels", new string[1] { "esc_city02" }); // using arrayprefs2 allows for multiple 'next' levels } else if (id > 200 && id < 300) { config.level = "esc_city02"; PlayerPrefsX.SetStringArray("NextLevels", new string[1] { "esc_city01" }); // using arrayprefs2 allows for multiple 'next' levels } } // if it's odd, start with standard navigation if (id % 2 != 0) { config.condition = "Standard"; PlayerPrefsX.SetStringArray("NextConditions", new string[1] { "Scaled" }); } else { config.condition = "Scaled"; PlayerPrefsX.SetStringArray("NextConditions", new string[1] { "Standard" }); } PlayerPrefs.SetInt("NextIndex", 0); } // --------------------------------------------------------------------- else { config.level = "simpleSample_gettingStarted"; } }
public static void saveProtectedCardsID(string[] cardIDs) { for (int i = 0; i < cardIDs.Length; i++) { Debug.Log("KEY_CARD_PROTECT:" + cardIDs[i]); } PlayerPrefsX.SetStringArray(KEY_CARD_PROTECT + Obj_MyselfPlayer.GetMe().accountID, cardIDs); }
public void SaveConq() { PlayerPrefs.SetInt("ConqHealth", conq_health); PlayerPrefs.SetInt("ConqEquip", conq_equip); PlayerPrefs.SetInt("ConqSkill", conq_skill); PlayerPrefs.SetFloat("ConqDamage", (float)conq_damage); PlayerPrefsX.SetStringArray("ConqInven", conq_inven); }
// Save Player's Inventory public static void SaveInventory() { Inventory tempInventory = GameObject.FindGameObjectWithTag("Player").GetComponent <Player> ().getInventory(); string[] itemList = tempInventory.GetInventoryList(); PlayerPrefsX.SetStringArray("Inventory", itemList); PlayerPrefsX.SetIntArray("Quantity", tempInventory.GetQuantityList()); }
/// <summary> /// Remove username data index in ArrayPrefs. /// </summary> /// <param name="playerPrefsKey"></param> /// <param name="s"></param> /// <param name="index"></param> private void Del(string playerPrefsKey, string[] s, int index) { List <string> list = new List <string> ( ); list.AddRange(s); list.RemoveAt(index); PlayerPrefsX.SetStringArray(playerPrefsKey, list.ToArray( )); }
public static void AddSaveName(string folder, string name) { #if UNITY_WEBGL SaveFolders[folder].Add(name); var saves = SaveFolders[folder].ToArray(); Array.Sort(saves); PlayerPrefsX.SetStringArray(folder, saves); #endif }
public override void saveGame() { Debug.Log("saveGame"); PlayerPrefsX.SetBool("_isMusicOff", isMusicOff); PlayerPrefsX.SetStringArray("_highScoreName", highScoreName); PlayerPrefsX.SetFloatArray("_highScore", highScore); PreviewLabs.PlayerPrefs.Flush(); }
public void SendMessageToPlayer(string character, string _passage, bool archive) { FindTracker(); message = new Message(); message.sender = character; message.passage = _passage; message.belief = json[message.sender][message.passage]["belief_id"]; if (tracker) { tracker.belief_id = message.belief; tracker.path = _passage; tracker.character = character; } message.body = json[message.sender][message.passage]["message"]; //TODO: save belief chatLog.addMessage(message, avatar); sender = character; passage = _passage; if (archive) { List <string> chat_path_history = PlayerPrefsX.GetStringArray(character).ToList(); chat_path_history.Add(passage); Debug.Log("character: " + character + " passage:" + _passage); PlayerPrefsX.SetStringArray(character, chat_path_history.ToArray()); ToggleResponseOptions(); if (passage.Contains("finished")) { PlayerPrefs.SetInt("intervention index", 1); //show notification Invoke("SendNotification", 3.0f); } } else { Debug.Log("not archiving..."); Debug.Log("passage: " + passage); if (passage.Contains("finished")) { Debug.Log("Deactivating Responses"); chatLog.respondButton.SetActive(false); chatLog.responseContainer.SetActive(false); chatLog.waitingForResponse = false; } else { ToggleResponseOptions(); } } if (tracker) { tracker.Track(); } }
public void setHighScoreList(List <HighscoreClass> highscoreList) { List <string> outputArray = new List <string>(); foreach (HighscoreClass h in highscoreList) { outputArray.Add(h.name + '`' + h.score); } PlayerPrefsX.SetStringArray("Highscore", outputArray.ToArray()); }
public static void RemoveSaveName(string folder, string name) { name += ".ccs"; #if UNITY_WEBGL SaveFolders[folder].Remove(name); var saves = SaveFolders[folder].ToArray(); Array.Sort(saves); PlayerPrefsX.SetStringArray(folder, saves); #endif }
public static void Save_Item_Info() //아이템을 먹거나 사용할 때 호출 { _ic_for_Save = GameObject.FindWithTag("Item_Canvas").GetComponent <Item_Controller> (); PlayerPrefsX.SetStringArray("IC_nameList", _ic_for_Save._item_name_list); PlayerPrefsX.SetBoolArray("Usable_item", _ic_for_Save._usable_item); PlayerPrefsX.SetIntArray("NumOfItem", _ic_for_Save._the_number_of_items); PlayerPrefsX.SetStringArray("Interaction", _ic_for_Save._interaction_object); PlayerPrefsX.SetBoolArray("Consumable", _ic_for_Save._consumable); }
public void AddGameStage(string stageName) { if (gameStages.Contains(stageName)) { return; } gameStages.Add(stageName); PlayerPrefsX.SetStringArray("Stages", gameStages.ToArray()); }
public void purchase() { if (isSkin) { //get the object's name currentskins = ShopScript.currentskins; contains = false; //checks if already purchased for (int i = 0; i < currentskins.Length; i++) { if (currentskins [i] == button.name) { contains = true; } } if (contains == false) { //if does not exist, then add to existing. //purchase. int newcoins = PlayerPrefs.GetInt("coins") - cost; if (newcoins >= 0) { PlayerPrefs.SetInt("coins", newcoins); List <string> currentskinsList = new List <string> (); currentskinsList.AddRange(currentskins); currentskinsList.Add(this.gameObject.name); currentskins = currentskinsList.ToArray(); ShopScript.currentskins = currentskinsList.ToArray(); PlayerPrefsX.SetStringArray("purchased", ShopScript.currentskins); ShopScript.loadcoinvalue(newcoins); button.image.overrideSprite = button.image.sprite; PlayerPrefs.Save(); } } else if (contains == true) { //if already contains, select skin and use it. PlayerPrefs.SetString("currentskin", this.gameObject.name); PlayerPrefs.Save(); canvas.GetComponent <ShopScript> ().resetSkinsButtons(); } } else { string buttonname = button.name; int newcoins = PlayerPrefs.GetInt("coins") - cost; if (newcoins >= 0) { PlayerPrefs.SetInt(buttonname, (PlayerPrefs.GetInt(buttonname) + 1)); PlayerPrefs.SetInt("coins", newcoins); ShopScript.loadcoinvalue(newcoins); text.GetComponent <Text>().text = cost + " (" + PlayerPrefs.GetInt(button.name) + ")"; } } }