public void SaveForest() { //get save file SaveGame prev_save; if (SaveGameSystem.DoesSaveGameExist(savePath) && SaveGameSystem.LoadGame(savePath) != null) { prev_save = SaveGameSystem.LoadGame(savePath); } else { prev_save = new SaveGame(); prev_save.data = 500; prev_save.forest = new TreeData[treeGen.forestSize]; } //update save file prev_save.data += 1; foreach (Tree tree in treeGen.forest) { prev_save.forest[tree.potNum] = new TreeData(tree); } SaveGameSystem.SaveGame(prev_save, savePath); Debug.Log("saved forest"); flashPanel.GetComponent <Flash>().flashFor(0.5f); }
public void load() { SaveGame prev_save; if (SaveGameSystem.DoesSaveGameExist(savePath) && SaveGameSystem.LoadGame(savePath) != null) { prev_save = SaveGameSystem.LoadGame(savePath); Debug.Log("found prev save. data: " + prev_save.data + "forestSize: " + prev_save.forest.Length); //if no trees are planted in the forest, generate a new bunch if (prev_save.forest[0] == null && treeGen.forest[0] == null) { treeGen.makeAForest(); } else { treeGen.plantForest(prev_save.forest); } } else { Debug.Log("no prev save found"); treeGen.makeAForest(); } }
public void loadAlmanac() { SaveGame prev_save; if (SaveGameSystem.DoesSaveGameExist(savePath) && SaveGameSystem.LoadGame(savePath) != null) { prev_save = SaveGameSystem.LoadGame(savePath); Debug.Log("found prev save. data: " + prev_save.data + "forestSize: " + prev_save.forest.Length); //get saved almanac if (prev_save.almanac != null) { for (int i = 0; i < prev_save.almanac.Length; i++) { if (prev_save.almanac[i]) { Almanac.loadFoundSpecies((Species)Almanac.speciesTypes[i]); } } } } else { Debug.Log("no prev save found"); } }
public static void SaveAlmanac() { //get save file SaveGame prev_save; if (SaveGameSystem.DoesSaveGameExist(savePath) && SaveGameSystem.LoadGame(savePath) != null) { prev_save = SaveGameSystem.LoadGame(savePath); } else { prev_save = new SaveGame(); prev_save.data = 500; prev_save.forest = new TreeData[treeGen.forestSize]; } //update save file prev_save.almanac = new bool[Almanac.speciesTypes.Count]; for (int i = 0; i < Almanac.speciesTypes.Count; i++) { if (((Species)Almanac.speciesTypes[i]).found) { prev_save.almanac[i] = true; } else { prev_save.almanac[i] = false; } } SaveGameSystem.SaveGame(prev_save, savePath); Debug.Log("saved almanac"); }
public void SaveGame() { ScenarioData data = CreateScenarioData(); bool succ = SaveGameSystem.SaveGame(data, "slot" + GlobalProfile.Slot + "_" + GlobalProfile.GetCurrentSceneName()); GlobalProfile.getInstance().SaveGame(); }
public static IEnumerator StartGameScene(int index) { CustomRun.instance = new CustomRun(); if (MetaDatas[index] == null) { MetaDatas[index] = new GameMetaData() { GameSlot = index, LastPlayed = DateTime.Now, FloorNumber = 1 }; } instance = new SaveGameSystem(MetaDatas[index]); var game = instance.LoadGameFromFileAsync(); var async = SceneManager.LoadSceneAsync(SceneConstants.PlayGame); async.allowSceneActivation = false; while (!async.isDone && !game.IsCompleted) { yield return(null); } instance.Game = game.Result; async.allowSceneActivation = true; }
public void SaveGame() { SaveGameSystem.SaveGame(messages, "slot" + Slot + "_messages"); gameSlots.Slots[Slot].scenario = SceneManager.GetActiveScene().buildIndex; SaveGameSystem.SaveGame(gameSlots, "slots"); SaveInventory(); }
// Volume Loader public void LoadVolume() { GameVolumeData data = SaveGameSystem.LoadVolume(); musicSlider.value = data.MusicVolume * 10; effectsSlider.value = data.EffectsVolume * 10; }
// Use this for initialization void Start() { if (!almanac.isActiveAndEnabled) { almanac.gameObject.SetActive(true); //almanac.gameObject.SetActive(false); } //TO-DO: load game data, if any exists SaveGame g = new SaveGame(); g.data = 50; SaveGameSystem.SaveGame(g, "b"); SaveGame h = SaveGameSystem.LoadGame("b"); if (h != null) { Debug.Log("wpring? " + h.forest.Length); } else { Debug.Log("doesnt work"); } }
private void Awake() { if (SaveGameSystem.CanSaveOrLoad()) { SaveGameSystem.AddPersistentObject(this); } }
public void load() { string svname = GameObject.Find("panelMenu").gameObject.transform.GetChild(1).GetComponent <InputField>().text; MySaveGame loadGame = SaveGameSystem.LoadGame(svname) as MySaveGame; numberOfPlayer = loadGame.numberOfPlayer; VPsToWin = loadGame.VPsToWin; barbarianPosition = loadGame.barbarianPosition; barbarianAttacked = loadGame.barbarianAttacked; barbarianStrength = loadGame.barbarianStrength; knightStrength = loadGame.knightStrength; currentPhase = loadGame.currentPhase; // pgcard List <int> number = loadGame.numbers; List <int> terrians = loadGame.terrains; List <int> harbortypes = loadGame.harbortypes; for (int i = 0; i < numberOfPlayer; i++) { myPlayers._players[i].LoadData(myPlayers._players[i].connectionToClient, svname); } Debug.Log(loadGame); Debug.Log(loadGame.numbers); // TODO load }
public void LoadOnEventOfYourChoice() { SaveGameData data = SaveGameSystem.LoadData(); if (gm == null) { SceneManager.LoadScene(data.level); searchforgamemaster = true; } else { // gm.quest1 = data.quest1; gm.quest2 = data.quest2; gm.quest3 = data.quest3; // gm.healCounter = data.healCounter; gm.enemyCounter = data.enemyCounter; // gm.Screenshake = data.screen_shake_active; gm.coins = data.coins; gm.bow_bought = data.bow; gm.hp = data.health; gm.maxHp = data.maxHealth; gm.healthpotions = data.healthpotions; gm.maxHealthpotions = data.maxHealthpotions; gm.chest_of_everlasting_wealth = data.chestLooted; Destroy(this.gameObject); } }
public void CreateNew() { if (nameField.text == "") { Debug.Log("Name field is empty"); } else { MySaveGame mySaveGame1 = new MySaveGame(); mySaveGame1.playerName = nameField.text; mySaveGame1.species = currentSpecies; mySaveGame1.classID = currentClass; mySaveGame1.faceID = currentFace; mySaveGame1.level = 1; mySaveGame1.currentXP = 0; // we will need to put inventory, skill bar, and talenttree in here System.DateTime epochStart = new System.DateTime(1970, 1, 1, 0, 0, 0, System.DateTimeKind.Utc); int cur_time = (int)(System.DateTime.UtcNow - epochStart).TotalSeconds; SaveGameSystem.SaveGame(mySaveGame1, nameField.text + cur_time); SM.GetComponent <SceneManager>().CharacterSaveFile = nameField.text + cur_time; UnityEngine.SceneManagement.SceneManager.UnloadSceneAsync("NewChar"); UnityEngine.SceneManagement.SceneManager.LoadSceneAsync("WorldSelect", UnityEngine.SceneManagement.LoadSceneMode.Additive); } }
public void SaveQuadro() { QuadroData data = CreateQuadroData(); SaveGameSystem.SaveGame(data, "slot" + GlobalProfile.Slot + "_quadro"); GlobalProfile.getInstance().SaveGame(); }
// Start is called before the first frame update void Start() { m_PInfo = GameObject.Find("PersistentStorage").GetComponent <PersistentInfo_Script>(); m_LocalUser = m_PInfo.m_UserData; m_LocalData = SaveGameSystem.LoadGame("LeaderboardData") as LeaderboardData; if (m_LocalData != null) { string top; if (m_LocalData.FindUser(m_LocalUser) > -1) { m_LocalUser = m_LocalData.GetUser(m_LocalUser.m_UserName); top = m_LocalUser.m_UserName + " " + m_LocalUser.m_Score + " Rank: " + m_LocalUser.m_Rank; } else { top = "You have not scored yet."; } ChangeTopText(top); PopulateBoard(); } else { string top = "No Leaderboard Available"; ChangeTopText(top); } }
public void createWorld() { int seedparse; if (nameField.text == "") { Debug.Log("Name field is empty"); } else if (seedField.text == "" || !int.TryParse(seedField.text, out seedparse)) { Debug.Log("Seed is empty or not an integer"); } else { WorldSave newWorldSave = new WorldSave(); newWorldSave.explored = 0; newWorldSave.worldName = nameField.text; newWorldSave.seed = seedparse; System.DateTime epochStart = new System.DateTime(1970, 1, 1, 0, 0, 0, System.DateTimeKind.Utc); int cur_time = (int)(System.DateTime.UtcNow - epochStart).TotalSeconds; SaveGameSystem.SaveGame(newWorldSave, nameField.text + cur_time); SM.GetComponent <SceneManager>().WorldSaveFile = nameField.text + cur_time; WorldSelectContinue(); } }
public void LoadCharacter(string filename) { MySaveGame mySaveGame = SaveGameSystem.LoadGame(filename) as MySaveGame; // level = mySaveGame.level; // CurrentXP = mySaveGame.currentXP; species = mySaveGame.species; face = mySaveGame.faceID; classID = mySaveGame.classID; charName = mySaveGame.playerName; // these will be replaced by our save file loading CurrentXP = 0; level = 1; ability[0] = 0; ability[1] = 1; // now that we can load from file, // we need to calculate all the side stuff // skill tree or class affects maxHP = 100; // HPRegen = 1; // MPRegen = 1; // maxXP = level * level + 1; }
public void DeleteSave() { // O ideal é que apareça um dialoig de confirmação GlobalProfile.gameSlots.Slots.Remove(id); Destroy(gameObject); for (int i = 0; i < SceneManager.sceneCountInBuildSettings; i++) { string name = GetSceneNameByPath(SceneUtility.GetScenePathByBuildIndex(i)); if (SaveGameSystem.DoesSaveGameExist("slot" + id + "_" + name)) { SaveGameSystem.DeleteSaveGame("slot" + id + "_" + name); } } if (SaveGameSystem.DoesSaveGameExist("slot" + id + "_inventory")) { SaveGameSystem.DeleteSaveGame("slot" + id + "_inventory"); } if (SaveGameSystem.DoesSaveGameExist("slot" + id + "_messages")) { SaveGameSystem.DeleteSaveGame("slot" + id + "_messages"); } populate.RemovePage(this); }
public void CreateNewCase() { Debug.Log("Creating new Case"); Slot newSlot = new Slot(GlobalProfile.gameSlots.NextID(), 3 /* ID do Hall */, DateTime.Now, new DateTime()); GlobalProfile.gameSlots.AddSlotToList(newSlot); SaveGameSystem.SaveGame(GlobalProfile.gameSlots, "slots"); GameObject slotGO = Instantiate(slotsPrefab); slotGO.transform.SetParent(slotsGroup.transform, false); //slotGO.transform.SetAsFirstSibling(); SlotUI ui = slotGO.GetComponent <SlotUI>(); ui.populate = this; ui.id = newSlot.id; ui.dataInicio = newSlot.date; ui.cenario = newSlot.scenario; ui.tempoDeJogo = newSlot.gameTime; ui.fadeEffect = fadeEffect; ui.gameObject.SetActive(false); AddToPage(ui); curr_page = pages.Count - 1; LoadPage(curr_page); }
void LoadInventory(TextureManager manager) { dirty = false; InventorySave inventory = SaveGameSystem.LoadGame("slot" + Slot + "_inventory") as InventorySave; if (inventory == null) { return; } if (items == null) { items = new List <InventoryItem>(); } items.Clear(); for (int i = 0; i < inventory.displayName.Count; i++) { Sprite sp = manager.GetSpritePista(inventory.items[i]); items.Add( new InventoryItem( inventory.items[i], inventory.displayName[i], sp, inventory.descriptions[i] ) ); } }
// Start is called before the first frame update void Start() { if (SaveGameSystem.DoesSaveGameExist("slot" + GlobalProfile.Slot + "_quadro")) { LoadQuadroData(SaveGameSystem.LoadGame("slot" + GlobalProfile.Slot + "_quadro") as QuadroData); } }
//Load values from save into current session public void LoadValues() { SaveData load = SaveGameSystem.LoadGame("Profile" + currentPlayer); currentLevel = load.currentLevel; currentLives = load.currentLives; currentScore = load.currentScore; }
public void SaveGameToFile() { int keysCollected = Player.GetComponent <PickUpKey>().KeysCollected; GameObject breadcrumbsParent = Player.GetComponent <Breadcrumbs>().BreadcrumbsParent; SaveGameSystem.SaveGameToFile(new SaveGame(DungeonParameters, Player, ItemsParent, breadcrumbsParent, keysCollected, GetTimeElapsed())); }
public string QuickLoad(string file) { WorldSave myWorldSave = SaveGameSystem.LoadGame(file) as WorldSave; string worldName = myWorldSave.worldName; return(worldName + " Seed: " + myWorldSave.seed + " explored:" + myWorldSave.explored); }
public void LoadGame(TextureManager manager) { if (SaveGameSystem.DoesSaveGameExist("slot" + Slot + "_messages")) { messages = SaveGameSystem.LoadGame("slot" + Slot + "_messages") as SerializedMessages; } LoadInventory(manager); }
private void Awake() { if (instance == null) { instance = GameObject.FindObjectOfType <SaveGameSystem>(); } DontDestroyOnLoad(gameObject); }
public void LoadDungeonFromSave() { try { GM.Instance.SaveGame = SaveGameSystem.LoadGameFromFile(); GM.Instance.DungeonParameters = GM.Instance.SaveGame.DungeonParameters; SceneManager.LoadScene("Dungeon"); } catch (Exception) {} }
//Save values from current session public void SaveValues() { SaveData save = new SaveData(); SaveData load = SaveGameSystem.LoadGame("Profile" + currentPlayer); save.highscore = Mathf.Max(load.highscore, currentScore); save.currentScore = currentScore; save.currentLives = currentLives; save.currentLevel = currentLevel; SaveGameSystem.SaveGame(save, "Profile" + currentPlayer); }
// Start is called before the first frame update void Start() { if (!SaveGameSystem.DoesSaveGameExist("slot0")) { NewSave.gameObject.SetActive(true); } else { NewSave.gameObject.SetActive(false); } }
//Check highscore and reset all other vals public void ResetSave() { SaveData save = new SaveData(); SaveData load = SaveGameSystem.LoadGame("Profile" + currentPlayer); save.highscore = Mathf.Max(load.highscore, currentScore); save.currentScore = 0; save.currentLives = 5; save.currentLevel = 0; SaveGameSystem.SaveGame(save, "Profile" + currentPlayer); }