예제 #1
0
    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();
        }
    }
예제 #2
0
    // 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();
        }
    }
예제 #3
0
    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;
    }
예제 #4
0
 public void SaveData()
 {
     SaveDataSystem.SaveGameData(this);
 }
예제 #5
0
    public void LoadData()
    {
        StoreData data = SaveDataSystem.loadData();

        total_coins = data.total_coins;
    }