예제 #1
0
    public void LoadGame()
    {
        string     content = SaveAndLoad.Load();
        PlayerData player  = JsonUtility.FromJson <PlayerData>(content);

        PlayerController.gameObject.transform.position = player.position;
    }
예제 #2
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 public void SpawnImage(int num)
 {
     gameObject1 = Instantiate(tiles[num], rt.transform);
     gameObject1.transform.SetParent(rt.transform);
     saveAndLoad.Load();
     listTiles = gameObject1.GetComponent <ListTiles>();
 }
예제 #3
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    void OnGUI()
    {
        if (GUI.Button(new Rect(10, 10, 100, 30), showDebug? "Hide Debug" : "Show Debug"))
        {
            showDebug = !showDebug;
        }

        if (showDebug)
        {
            if (GUI.Button(new Rect(10, 50, 120, 30), "Clear Saved Data"))
            {
                SaveAndLoad.ClearData();
                SaveAndLoad.Load();
            }

            barrelsBeatStr = GUI.TextField(new Rect(10, 90, 70, 20), barrelsBeatStr);

            if (GUI.Button(new Rect(90, 90, 40, 30), ">>"))
            {
                barrelsBeat        = int.Parse(barrelsBeatStr);
                initialBarrelsBeat = barrelsBeat;
            }

            GUI.Label(new Rect(Screen.width - 100, 80, 500, 30), "-- Info -- ");
            GUI.Label(new Rect(Screen.width - 100, 100, 500, 30), "Curr Barrel: " + (barrels.IndexOf(barrelHolingPlayer) + 1));
            GUI.Label(new Rect(Screen.width - 100, 120, 500, 30), "Prev Barrel: " + (barrels.IndexOf(prevBarrelHoldingPlayer) + 1));
            GUI.Label(new Rect(Screen.width - 100, 140, 500, 30), "Lst N of JB: " + lastBarrelsJumped.Count);
            GUI.Label(new Rect(Screen.width - 100, 160, 500, 30), "Game TIme: " + Mathf.Floor(Time.realtimeSinceStartup));
            GUI.Label(new Rect(Screen.width - 100, 180, 500, 30), "Barrls Beat: " + barrelsBeat);
            GUI.Label(new Rect(Screen.width - 100, 200, 500, 30), "Record: " + DifficultyManager.barrelsBeatRecord);
            GUI.Label(new Rect(Screen.width - 100, 220, 500, 30), "Difficulty: " + DifficultyManager.currentDifficulty);
            GUI.Label(new Rect(Screen.width - 100, 240, 500, 30), "CurrB Diff: " + (barrelHolingPlayer ? "" + barrelHolingPlayer.GetComponent <Barrel>().difficulty : "N/A"));
        }
    }
예제 #4
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    public void OnClickLButton()
    {
        int        num    = 0;
        GameObject Button = UnityEngine.EventSystems.EventSystem.current.currentSelectedGameObject;

        switch (Button.transform.name)
        {
        case "L0Button":
            num = 0;
            break;

        case "L1Button":
            num = 1;
            break;

        case "L2Button":
            num = 2;
            break;

        case "L3Button":
            num = 3;
            break;
        }
        SaveAndLoad S = new SaveAndLoad();

        S.Load(num);
    }
예제 #5
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 void Start()
 {
     // Load past highscore data
     SaveAndLoad.Load();
     score.text     = "SCORE: " + PlayerStats.LastScore.ToString();
     highscore.text = "HIGHSCORE: " + PlayerStats.Highscore.ToString();
 }
예제 #6
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 private void Awake()
 {
     if (SaveAndLoad.SaveExists(DICTIONARY))
     {
         _circuitsNameDictionary = SaveAndLoad.Load <Dictionary <string, string> >(DICTIONARY);
     }
 }
예제 #7
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    // Start is called before the first frame update
    private void Awake()
    {
        //Only if gameManager is null, we init all if it is the first game and then load if there is
        //some data saved before
        if (gameManagerInstace == null)
        {
            gameManagerInstace = this;

            DontDestroyOnLoad(gameObject);


            string        myPath = "Assets/Resources/Maps";
            DirectoryInfo dir    = new DirectoryInfo(myPath);
            FileInfo[]    info   = dir.GetFiles("*.txt");

            _levels = new Level[info.Length];


            _levels[0] = new Level(false, false, false, false);
            for (int i = 1; i < _levels.Length; i++)
            {
                _levels[i] = new Level(false, false, false, true);
            }

            _ruby        = 100;
            _nRayPowerUp = 2;
            SaveAndLoad.Load();
        }

        if (!Advertisement.isInitialized)
        {
            Advertisement.Initialize("2988623", true);
        }
    }
예제 #8
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 // Use this for initialization
 void Start()
 {
     terr = Terrain.activeTerrain;
     float[,] orgTerrain = terr.terrainData.GetHeights(0, 0, terr.terrainData.heightmapResolution, terr.terrainData.heightmapResolution);
     for (int x = 0; x < terr.terrainData.heightmapResolution; x++)     //^^ Gets current terrain data.
     {
         for (int y = 0; y < terr.terrainData.heightmapResolution; y++) //Loops through every value.
         {
             orgTerrain[x, y] = 0;                                      //Sets the height to zero.
         }
     }
     terr.terrainData.SetHeights(0, 0, orgTerrain); //Applies the changes.
     if (!World.newWorld)
     {
         sal.Load(World.name); //Load Objects
         if (sal.isOldFile)
         {
             List <string> s = new List <string>();
             s.Add("Continue");
             s.Add("Exit to Main Menu");
             WindowUI wui = new WindowUI(WindowImage.WARNING, WindowType.YES_NO, s, "Pre Alpha 1.6 Version", "It looks like you are loading a world from a version of the game before Alpha 1.6. Would you like to continue loading the world and update it to the new format?", false, 4, ExitDefault.CLOSEOPERATION);
             wui.Display();
         }
         forLoop(sal.obj);                                   //Spawn in objects.
     }
     if (sal.loadHeights != null)                            //Checks if there is any heightmap stored.
     {
         terr.terrainData.SetHeights(0, 0, sal.loadHeights); //Load heights.
     }
 }
예제 #9
0
 public void LoadCharacter()
 {
     SaveAndLoad.Load();
     if (SaveAndLoad.savedGames.Count > 0)
     {
         charLoadPanel.SetActive(true);
         loadCharList = new GameObject[SaveAndLoad.savedGames.Count];
         for (int i = 0; i < SaveAndLoad.savedGames.Count; i++)
         {
             loadCharList[i] = Instantiate(characterPanelPF, charLoadContent.transform);
             loadCharList[i].GetComponentInChildren <Text>().text = SaveAndLoad.savedGames[i].GROUP[0].pcName + " the " + SaveAndLoad.savedGames[i].GROUP[0].pcType;
             int x = i; // This fixes the Closure problem.
             loadCharList[i].GetComponent <Button>().onClick.AddListener(() => ClickOnLoadCharacterPanel(x));
             loadCharList[i].GetComponent <DeleteCharacterButton>().ButtonIndex = i;
             if (SaveAndLoad.savedGames[i].GROUP[0].pcStatus != "Ready")
             {
                 loadCharList[i].SetActive(false);
             }
         }
     }
     else
     {
         NavigateToCreateCharacter();
     }
 }
예제 #10
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    // Start is called before the first frame update
    void Start()
    {
        saveAndLoad = new SaveAndLoad();
        if (saveAndLoad.Load())
        {
            player.Credit = saveAndLoad.Credit;
        }
        else
        {
            player.Credit = STARTING_CREDIT;
        }
        deck.BuildDeck();
        deck.ShuffleDeck();
        allChips.MakeChips();

        player.ResetHand();
        handResultsText = new List <Text>();
        betChips        = new List <Chip>();
        creditText.text = ConvertToDollars(player.Credit);
        canBet          = true;
        standButton.gameObject.SetActive(false);
        splitButton.gameObject.SetActive(false);
        hitButton.gameObject.SetActive(false);
        doubleButton.gameObject.SetActive(false);
        gameOverImage.gameObject.SetActive(false);
        betButton.gameObject.SetActive(false);
        redoBetButton.gameObject.SetActive(false);
    }
예제 #11
0
    private void Start()
    {
        if (!PlayerPrefs.HasKey("Dibujado"))
        {
            if (fc != null)
            {
                fc.ExecuteBlock("Intro");
                PlayerPrefs.SetInt("Dibujado", 1);
            }
        }
        else
        {
            if (fc != null)
            {
                PlayerPrefs.SetInt("Dibujado", PlayerPrefs.GetInt("Dibujado") + 1);
            }
        }

        followCamera.enabled  = false;
        zenitalCamera.enabled = true;

        cameraBrain.m_DefaultBlend = cameraDefinition;

        if (SaveAndLoad.SaveExists(DICTIONARY))
        {
            _circuitsNameDictionary = SaveAndLoad.Load <Dictionary <string, string> >(DICTIONARY);
        }
    }
예제 #12
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 void OnEnable()
 {
     SaveAndLoad.Load();
     speedSlider.value      = CurrentData.gameData.blockSpeed;
     windowModeToggle.isOn  = CurrentData.gameData.isFullscreen;
     ShowTipsEveryGame.isOn = CurrentData.gameData.showTipsEveryGame;
     volumeSlider.value     = CurrentData.gameData.volume;
 }
예제 #13
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 public void clearAllData()
 {
     SaveAndLoad.Delete();
     SaveAndLoad.Load();
     GameObject.Find("High Score Text").GetComponent <Text>().text          = "High Score: " + CurrentData.gameData.highScore + "Ft";
     GameObject.Find("Total Blocks Placed Text").GetComponent <Text>().text = "Total Blocks Placed: " + CurrentData.gameData.totalBlocksPlaced;
     GameObject.Find("Total Blocks Lost Text").GetComponent <Text>().text   = "Total Blocks Lost: " + CurrentData.gameData.totalBlocksLost;
 }
예제 #14
0
 private void Awake()
 {
     SaveAndLoad.Load();
     statsUI.SetActive(true);
     GameObject.Find("High Score Text").GetComponent <Text>().text          = "High Score: " + CurrentData.gameData.highScore + "Ft";
     GameObject.Find("Total Blocks Placed Text").GetComponent <Text>().text = "Total Blocks Placed: " + CurrentData.gameData.totalBlocksPlaced;
     GameObject.Find("Total Blocks Lost Text").GetComponent <Text>().text   = "Total Blocks Lost: " + CurrentData.gameData.totalBlocksLost;
     statsUI.SetActive(false);
 }
 // Start is called before the first frame update
 void Start()
 {
     numSeen   = SaveAndLoad.Load().numSeen;
     numShiny  = SaveAndLoad.Load().numShiny;
     numMissed = SaveAndLoad.Load().numMissed;
     resetNotPokemon();
     notAPokemonNintendoPleaseDontSue.GetComponent <SpriteRenderer>().sprite = chars[notPokemonHunting - 1];
     notAPokemonNintendoPleaseDontSue.GetComponent <SpriteRenderer>().color  = new Color(0, 0, 0);
 }
예제 #16
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 public void LoadGameScene()
 {
     SaveAndLoad.Load();
     Time.timeScale      = 1.0f;
     GameData.team1coins = 0;
     GameData.team2coins = 0;
     GameData.team1Skips = 3;
     GameData.team2Skips = 3;
     SceneManager.LoadScene("Main");
 }
예제 #17
0
 private void Start()
 {
     if (score == null)
     {
         score = GameObject.FindObjectOfType <Scores>();
     }
     if (saveandload == null)
     {
         saveandload = GameObject.FindObjectOfType <SaveAndLoad>();
     }
     SaveAndLoad.Load();
 }
예제 #18
0
    void LoadGame()
    {
        SetVisible(false);
        EventManager.ExecuteEvent(EventType.NewGameStart);

        SaveAndLoad.Load();

        ModelManager.Get <GameLevelModel>("GameLevelModel").SetAIRole();

        ViewManager.Get("WndPrepare").SetVisible(true);
        ViewManager.Get("WndCooper").SetVisible(true);
    }
예제 #19
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    public void LoadPlayer()
    {
        PlayerData data = SaveAndLoad.Load();

        Vector3 position;

        position.x = data.position[0];
        position.y = data.position[1];
        position.z = data.position[2];

        transform.position = position;
    }
예제 #20
0
    void LoadLevelsFromSave()
    {
        SaveAndLoad.Load();
        levelsData  = GameSave.current.levels;
        statsData   = GameSave.current.stats;
        optionsData = GameSave.current.options;

        //Create new if not existing
        if (levelsData == null)
        {
            levelsData = new LevelsData();
        }
        if (statsData == null)
        {
            statsData = new StatsData();
        }
        if (optionsData == null)
        {
            optionsData = new OptionsData();
        }


        //Get Levels from old data. Should support adding more levels (savefile with less levels than currently)
        List <Level> newLevelList = new List <Level>();

        for (int i = 0; i < worldList_par.Count; ++i)
        {
            for (int j = 0; j < worldList_par[i].Count; ++j)
            {
                Level previousLevelData = PopLevelInList(levelsData.levelList, i + 1, j);
                if (previousLevelData != null)
                {
                    newLevelList.Add(new Level(GetLevelID(i + 1, j), previousLevelData.unlocked, previousLevelData.completed, previousLevelData.completedPar, previousLevelData.bestMoveScore));
                    //Debug.Log("world" + (i + 1) + " level " + (j) + " found. Completed : " + previousLevelData.completed + "    completedPar : " + previousLevelData.completedPar + "    unlocked : " + previousLevelData.unlocked);
                }
                else
                {
                    newLevelList.Add(new Level(GetLevelID(i + 1, j)));
                }
                newLevelList[newLevelList.Count - 1].SetPar(worldList_par[i][j]);
            }
        }
        levelsData.levelList = newLevelList;

        GameSave.current.levels  = levelsData;
        GameSave.current.stats   = statsData;
        GameSave.current.options = optionsData;

        //Debug.Log("Chaos Shown :" + statsData.notif_chaos_shown + "      Chaos Time : " + statsData.notif_chaos_time);

        SaveAndLoad.Save();
    }
 void ButtonSetUp()
 {
     sl.GetSaveData();
     if (saveButtons == null)
     {
         saveButtons = new GameObject[10];
         for (int i = 0; i < saveButtons.Length; i++)
         {
             saveButtons[i] = GameObject.Instantiate(saveButtonPref, saveButtonPer.transform);
             int n = i;
             saveButtons[i].GetComponent <Button>().onClick.AddListener(() => { title.SelectSaveData(n); });
         }
     }
     for (int i = 0; i < saveButtons.Length; i++)
     {
         saveButtons[i].transform.GetChild(0).GetComponent <TextMeshProUGUI>().text = "セーブデータ" + (i + 1);
         SaveData sd = sl.Load(i);
         if (sd != null)
         {
             saveButtons[i].transform.GetChild(1).GetComponent <TextMeshProUGUI>().text =
                 sd.time.year + "年 " +
                 sd.time.SeasonToStr + " " +
                 sd.time.day + "日 <br>" +
                 sd.time.hour + "時 " +
                 sd.time.minit.ToString("0") + "分 ";
             saveButtons[i].transform.GetChild(2).GetComponent <TextMeshProUGUI>().text =
                 (sd.money / 1000000000000 != 0 ? sd.money % 10000000000000000 / 1000000000000 + "兆" : "") +
                 (sd.money % 1000000000000 / 100000000 != 0 ? sd.money % 1000000000000 / 100000000 + "億<br>" : "") +
                 (sd.money % 100000000 / 10000 != 0 ? sd.money % 100000000 / 10000 + "万" : "") +
                 (sd.money % 10000 != 0 ? (sd.money % 10000).ToString() : "") + "株";
         }
         else
         {
             saveButtons[i].transform.GetChild(1).GetComponent <TextMeshProUGUI>().text = "から";
             saveButtons[i].transform.GetChild(2).GetComponent <TextMeshProUGUI>().text = "";
         }
     }
 }
예제 #22
0
 public void LevelWinCondition()
 {
     if (TotalSeedlings == points && playOnce && SaveAndLoad.Load() < 4)
     {
         AudioSource Song = GetComponent <AudioSource>();
         Song.PlayOneShot(Sound, .1f);
         CompleteScreen.ToggleLevelComplete();
         playOnce = false;
     }
     else if (TotalSeedlings == points && playOnce)
     {
         SaveAndLoad.Save(0);
         Credits.ToggleLevelComplete();
     }
 }
예제 #23
0
 //First thing called
 void Awake()
 {
     if (GAME == null)
     {
         GAME = this;
         DontDestroyOnLoad(GAME);
         Initilize();
         if (SceneManager.GetActiveScene().name == "ThelmoreTown")
         {
             SaveAndLoad.Load();
             SaveGame.current = SaveAndLoad.savedGames[0];
         }
     }
     else
     {
         Destroy(this);
     }
 }
예제 #24
0
 void Init()
 {
     foreach (var pair in item_Dict)
     {
         if (SaveAndLoad.Load(pair.Key) == "读取失败!")
         {
             return;
         }
         for (int i = 1; i <= Convert.ToInt32(SaveAndLoad.Load(pair.Key)); i++)
         {
             pair.Value.Count = Convert.ToInt32(SaveAndLoad.Load(pair.Key));
             var item_Img = UIManager.Instance.CreatComItem <Com_Item>(rectTran);
             item_Img.rDataName = pair.Key;
             var image = item_Img.gameObject.transform.Find("Tran_DragPoint/Img_drag").GetComponent <Image>();
             SetImgSprit(image, pair.Value.Label);
         }
     }
 }
예제 #25
0
    // Use this for initialization
    void Start()
    {
        WarningImage.SetActive(false);
        if (score == null)
        {
            score = GameObject.FindObjectOfType <Scores>();
        }
        if (saveandload == null)
        {
            saveandload = GameObject.FindObjectOfType <SaveAndLoad>();
        }
        SaveAndLoad.Load();

        //show values

        if (SpeedComplited)
        {
            SpeedText.text = "COMPLETED";
        }
        else
        {
            SpeedText.text = "PAY " + SpeedCost + " and upgrade for more Slow PowerUp time";
        }


        if (ShieldComplited)
        {
            ShieldText.text = "COMPLETED";
        }
        else
        {
            ShieldText.text = "PAY " + ShieldCost + " and upgrade for more Shield PowerUp time";
        }


        if (MagnetComplited)
        {
            MagnetText.text = "COMPLETED";
        }
        else
        {
            MagnetText.text = "PAY " + MagnetCost + " and upgrade for more Magnet PowerUp time";
        }
    }
예제 #26
0
    public void LoadTitleScene()
    {
        if (GameData.isTutorial == true)
        {
            GameData.isTutorial = false;
        }

        Time.timeScale      = 1.0f;
        GameData.team1coins = 0;
        GameData.team2coins = 0;

        if (SceneManager.GetActiveScene().name == "Store Scene")
        {
            SaveAndLoad.save();
        }

        SceneManager.LoadScene("Title");
        SaveAndLoad.Load();
    }
예제 #27
0
 public void LoadSceneWithName()
 {
     SaveAndLoad.Load();
     if (selectGameMode == GameMode.PassAndPlay)
     {
         GameData.namesExist = false;
     }
     if (CurrentData.gameData.showTipsEveryGame)
     {
         CurrentData.gameData.isFirstTime = true;
     }
     else
     {
         CurrentData.gameData.isFirstTime = false;
     }
     Time.timeScale        = 1.0f;
     GameData.selectedMode = selectGameMode;
     SceneManager.LoadScene(nameOfSceneToLoad);
 }
예제 #28
0
    // Start is called before the first frame update
    void Start()
    {
        numSeen   = SaveAndLoad.Load().numSeen;
        numShiny  = SaveAndLoad.Load().numShiny;
        numMissed = SaveAndLoad.Load().numMissed;
        updateChar(topChar + charSelected - 1);
        cursorSound = upArrow.GetComponent <AudioSource>();

        int seenTotal   = 0;
        int shinyTotal  = 0;
        int missedTotal = 0;

        for (int i = 0; i < numSeen.Length; i++)
        {
            seenTotal   += numSeen[i];
            shinyTotal  += numShiny[i];
            missedTotal += numMissed[i];
        }
        globalNumbers.text = "Seen: " + seenTotal + ", Shinies Caught: " + shinyTotal + ", Shinies Missed: " + missedTotal;
    }
예제 #29
0
    void OnGUI()
    {
        GUILayout.BeginArea(new Rect(0, 0, Screen.width, Screen.height));
        GUILayout.BeginHorizontal();
        GUILayout.FlexibleSpace();
        GUILayout.BeginVertical();
        GUILayout.FlexibleSpace();

        GUILayout.Box("Guidance");

        GUILayout.Space(10);

        if (SaveAndLoad.Load() == -1)
        {
            GUILayout.Box("You have no saves!");
        }

        else
        {
            GUILayout.Box("Pick a Save!");
            GUILayout.Space(10);

            if (GUILayout.Button("Stage number: " + (SaveAndLoad.Load() - 1)))
            {
                SceneManager.LoadScene(SaveAndLoad.Load());
            }
        }

        GUILayout.Space(10);
        if (GUILayout.Button("Quit"))
        {
            SceneManager.LoadScene(0);
        }


        GUILayout.FlexibleSpace();
        GUILayout.EndVertical();
        GUILayout.FlexibleSpace();
        GUILayout.EndHorizontal();
        GUILayout.EndArea();
    }
예제 #30
0
    public void initSaveGame()
    {
        SaveAndLoad.savedGames = new List <Game>();
        SaveAndLoad.Load();

        if (SaveAndLoad.savedGames.Count > 0)
        {
            SaveAndLoad.selectedIndex = 0;

            /*foreach(RankRow r in SaveAndLoad.savedGames[SaveAndLoad.selectedIndex].ranking)
             * {
             *      Debug.Log(r.alias + " " + r.points.ToString());
             * }
             * Debug.Log("Tutorial hecho:" + SaveAndLoad.savedGames[SaveAndLoad.selectedIndex].tutorialed);*/
        }
        else
        {
            Debug.Log("Sin archivo de guardado");
            SaveAndLoad.savedGames.Add(new Game());
        }
    }
        static void loadCustomers()
        {
            Console.WriteLine("Are you sure you want to load a saved customer list?\nThis will delete the current list. Y/N");
            if (confirm())
            {
                Console.WriteLine("Loading...\n");
                try
                {
                    SaveAndLoad load = new SaveAndLoad("customer_list.sav");
                    customerList = load.Load<SavingsAccount>();
                    Console.WriteLine("Load successful!\n");

                }
                catch
                {
                    Console.WriteLine("There does not seem to be a valid saved customer list.");
                }
            }
            Console.WriteLine("Press any key to return to the menu...");
            Console.ReadKey();
        }