public void OnClickYes() { saveReConfirmationDisplayer.SetActive(false); loadReConfirmationDisplayer.SetActive(false); // 현재 상태 저장 if (isSave) { SaveDataSystem save = FindObjectOfType <SaveDataSystem>(); // 저장 save.SaveData(conClick); // slot 표시 변경 slots[conClick].Init(true, save.tempData.time, save.tempData.stage, save.tempData.mission); } // 지정 slot으로 게임 데이터 불러오기 else { // 재시작 후 Load 할 데이터 지정 StaticInfoForSound.playingSlotIndex = conClick; // 켜져있는 Canvas 제거 saveDisplayer.SetActive(false); // 재시작 loadReaction.InitAndReact(); } }
// Use this for initialization void Start() { if ((1920 * Screen.height / Screen.width) > 1080) { CanvasScaler[] canvases = GameObject.FindObjectsOfType <CanvasScaler>(); for (int i = 0; i < canvases.Length; i++) { canvases[i].referenceResolution = new Vector2(1920, 1920 * Screen.height / Screen.width); } } // Load / Save를 위한 script 캐싱 saveData = FindObjectOfType <SaveDataSystem>(); // 현재 사용하는 slot 정보를 가져온다. int usingSlotCount = StaticInfoForSound.playingSlotIndex; // 메인 씬에서 불러오기를 선택했다면.. if (usingSlotCount != 4) { // 이전 데이터를 불러온다. saveData.LoadData(usingSlotCount); // 이전 데이터로 현재 데이터를 변경한다. LoadData(); // 게임 시작. defaultReactionCollection.InitAndReact(); } else { StaticInfoForSound.con_BGM_Audio = GameObject.Find("BGMSound_Main").GetComponent <AudioSource>(); // 튜토리얼 시작 tutorialReactionCollection.InitAndReact(); } }
public void LoadData() { StoreData data = SaveDataSystem.loadData(); trash = data.trash; trashpersec = data.trashpersec; getTrash = data.getTrash; getTrashCost = data.getTrashCost; friend = data.friend; garbageman = data.garbageman; organization = data.organization; government = data.government; cult = data.cult; bonusTrash = data.bonusTrash; bonusTrashCost = data.bonusTrashCost; friendcost = data.friendcost; garbagemancost = data.garbagemancost; orgcost = data.orgcost; govcost = data.govcost; cultcost = data.cultcost; org_bw = data.org_bw; gov_bw = data.gov_bw; cult_bw = data.cult_bw; //tutorial helloWelcome = data.helloWelcome; thisIsShop = data.thisIsShop; thisIsUpgrade = data.thisIsUpgrade; statsTut = data.statsTut; prestigeTut = data.prestigeTut; shopActivated = data.shopActivated; upgradeActivated = data.upgradeActivated; statsActivated = data.statsActivated; prestigeActivated = data.prestigeActivated; //achievements bestTrash = data.bestTrash; vacTimeAchivement = data.vacTimeAchivement; truckTimeAchivement = data.truckTimeAchivement; handTimeAchivement = data.handTimeAchivement; //prestige solarPanels = data.solarPanels; //skill 1 vaccumTimeHold = data.vaccumTimeHold; vaccumTimeHoldCost = data.vaccumTimeHoldCost; vacCooldown = data.vacCooldown; vacCooldownHold = data.vacCooldownHold; vacCooldownCost = data.vacCooldownCost; hasVacSkill = data.hasVacSkill; //skill 2 truckCooldown = data.truckCooldown; truckCooldownHold = data.truckCooldownHold; truckCooldownCost = data.truckCooldownCost; hasTruckSkill = data.hasTruckSkill; //skill 3 handTimeHold = data.handTimeHold; handTimeHoldCost = data.handTimeHoldCost; handCooldown = data.handCooldown; handCooldownHold = data.handCooldownHold; handCooldownCost = data.handCooldownCost; hasHandSkill = data.hasHandSkill; //sounds MusicOnOff = data.MusicOnOff; sfxOnOff = data.sfxOnOff; //more trash moreTrash1 = data.moreTrash1; moreTrash2 = data.moreTrash2; }
public void SaveData() { SaveDataSystem.SaveGameData(this); }
public void LoadData() { StoreData data = SaveDataSystem.loadData(); total_coins = data.total_coins; }