private void saveAsToolStripMenuItem_Click(object sender, EventArgs e) { SaveFileDialog SaveAs = new SaveFileDialog(); SaveAs.Filter = "*.txt | *.txt"; // Only allows .xml formats to save to SaveAs.Title = "Save Spreadsheet"; if (SaveAs.ShowDialog() == DialogResult.OK) // Prompts the user to enter a new file name { try { MainSave.Save(SaveAs.FileName, mainSS); // attempts to save the file } catch (Exception err) { MessageBox.Show(err.Message, "Error - Could not save to File", MessageBoxButtons.OK); } } }
IEnumerator SkipScene() { anim.SetTrigger("FadeOut"); textBox.gameObject.SetActive(false); yield return(new WaitForSeconds(1.8f)); SceneManager.LoadScene("Level4"); SaveLoad.Save("Level4"); }
private void OnApplicationQuit() { endDateTime = System.DateTime.Now; inGameElapsedTime = endDateTime.Subtract(startDateTime); Debug.Log(inGameElapsedTime); SaveLoad.Save(); //Debug.Log("save"); }
public IEnumerator LoadChartTracks() { yield return(new WaitForSeconds(2)); if (chartTracks == null) { Debug.LogError("Chart tracks is null"); } else { for (int i = 0; i < meshRenderers.Length; i++) { //i+1 because first row is header names ChartTrack chartTrack = (ChartTrack)chartTracks[i + 1]; FullTrack fullTrack = spotifyManagerScript.GetTrack(chartTrack.apiUrl); if (fullTrack.HasError()) { Debug.LogError(fullTrack.Error.Status); Debug.LogError(fullTrack.Error.Message); } else { string chartTrackImageURL = fullTrack.Album.Images[0].Url; GameObject meshRendererGameObject = meshRenderers[i].transform.gameObject; PlaylistScript playlistScript = meshRendererGameObject.GetComponent <PlaylistScript>(); WWW imageURLWWW = new WWW(chartTrackImageURL); yield return(imageURLWWW); meshRenderers[i].material.mainTexture = imageURLWWW.texture; playlistScript.setFullTrack(fullTrack); playlistScript.setPlaylistName(fullTrack.Name); playlistScript.setPlaylistURI(fullTrack.Uri); playlistScript.artistId = fullTrack.Artists[0].Id; playlistScript.artistName = fullTrack.Artists[0].Name; playlistScript.sprite = ConvertWWWToSprite(imageURLWWW); playlistScript.audioAnalysisCustom = new AudioAnalysisCustom(spotifyManagerScript.GetAudioAnalysis(fullTrack.Id)); saveLoad.SaveTextureToFilePNG(Converter.ConvertWWWToTexture(imageURLWWW), "chartTrack" + i + ".png"); saveLoad.savedChartTracks.Add(new PlaylistScriptData(playlistScript)); Vector3 v = popCubes[i].transform.localScale; popCubes[i].transform.localScale = new Vector3(v.x, float.Parse(chartTrack.streams) * streamsScaling, v.z); } } yield return(new WaitForSeconds(10)); saveLoad.Save(); } }
private void Start() { CheckItems(); TutorialSlide = 0; inShop = false; if (playerData.Convert() > 0) { inPostGameScreen = true; Museum.SetActive(false); PostGameScreen.SetActive(true); //Present Screen Gold = playerData.Gold; Trophy = playerData.Trophy; ThrillMaxBonus = playerData.Thrill; Kudos = playerData.Kudos; PrestigeTotal = playerData.Prestige; PostPrestige.text = "" + PrestigeTotal; PostGold.text = "" + Gold; PostTrophy.text = "" + Trophy; PostThrillMultiplicator.text = "" + ThrillMaxBonus; PostKudos.text = "" + Kudos; PostLore.text = "" + playerData.Lore; if (playerData.Kudos > 0) { PostMessage.SetActive(true); PostMessageText.text = playerData.LastFinished.MessageWhenDone; PostContractor.sprite = playerData.LastFinished.contractor.image; playerData.LastFinished = null; } else { PostMessage.SetActive(false); } }//PostGameScreenStuff else { inPostGameScreen = false; Museum.SetActive(true); PostGameScreen.SetActive(false); RefreshMuseum(); } if (!playerData.MuseumTutorial) { playerData.MuseumTutorial = true; InitiateTutorial(); }//Tutorial Stuff Debug.Log("Saved"); saveLoad.Save(playerData, dataBase); }
public void PlayerDeathComplete() { if (Game.current != null) { Game.current.Coins += Coins; } SaveLoad.Save(); GameOver(); }
public void UnlockFreeze() { if (SaveLoad.playerProgress.gold > SaveLoad.playerProgress.freeze.unlockPrice) { freezeLockObject.SetActive(false); SaveLoad.playerProgress.gold -= SaveLoad.playerProgress.freeze.unlockPrice; SaveLoad.playerProgress.freeze.isUnlocked = true; goldText.text = "" + SaveLoad.playerProgress.gold; SaveLoad.Save(); } }
void OnTriggerEnter2D(Collider2D coll) { if (coll.gameObject.tag == Global.TAG_PLAYER) { bool isFirstTimePassThisLevel = false; SaveLoad.Load(); if (SaveLoad.data.LevelProgress == levelIndex) { SaveLoad.data.LevelProgress++; SaveLoad.Save(); isFirstTimePassThisLevel = true; } coll.gameObject.GetComponent <Player> ().Get(); GetComponent <SpriteRenderer> ().sprite = sp_openChest; par_Chest.SetActive(true); if (isFirstTimePassThisLevel && (levelIndex == 1 || levelIndex == 7 || levelIndex == 13 || levelIndex == 18 || levelIndex == 25 || levelIndex == 30)) { StartCoroutine(CountToShowTreasure()); switch (levelIndex) { case 1: TrophyIndex = 0; break; case 7: TrophyIndex = 1; break; case 13: TrophyIndex = 2; break; case 18: TrophyIndex = 3; break; case 25: TrophyIndex = 4; break; case 30: TrophyIndex = 5; break; } } else { StartCoroutine(CountToClearStage()); } } }
//Save Button private void button10_Click(object sender, EventArgs e) { try { _saveLoad.Save(JsonConvert.SerializeObject(Combatants)); } catch (Exception ex) { MessageBox.Show(ex.Message); } }
public static void run(bool save, bool load) { if (save) { SaveLoad.Save(); } if (load) { SaveLoad.Load(); } }
public void SaveNewGame(NewGameButtonScript newSave) { Game.current = new Game { saveName = newSave.saveName.text, slotIndex = this.slotIndex }; SaveLoad.Save(slotIndex); InputManager.instance.SetKeysFromSaveFile(Game.current.skillKeys); //Debug.Log("Saved"); }
public void EmptyActorAssetConverterTest() { var a = new Actor(); var json = SaveLoad.Save(a); Log.Message("Saved empty actor: {0}", json); var z = SaveLoad.Load(json); Log.Message("Loaded empty actor: {0}", z); Assert.True(true); }
private void OnApplicationQuit() { PlayerPrefs.SetString(RealtimeTimerCounter.LAST_CLOSED_KEY, System.DateTime.Now.ToString()); print("Application Quit"); if (OnAppClosed != null) { OnAppClosed(); } SavePawnTimers(); SaveLoad.Save(); }
public void PowerSetAssetConverterTest() { var a = new PowerSet(); var json = SaveLoad.Save(a); Log.Message("Saved power set: {0}", json); var z = SaveLoad.Load(json); Log.Message("Loaded power set: {0}", z); Assert.True(true); }
public void InputControllerAssetConverterTest() { var a = new InputController(); var json = SaveLoad.Save(a); Log.Message("Saved input controller: {0}", json); var z = SaveLoad.Load(json); Log.Message("Loaded input controllet: {0}", z); Assert.True(true); }
public void EnergyAssetConverterTest() { var a = new Energy(50, 5.3); var json = SaveLoad.Save(a); Log.Message("Saved energy: {0}", json); var z = SaveLoad.Load(json); Log.Message("Loaded energy: {0}", z); Assert.True(true); }
public void LifeAssetConverterTest() { var a = new Life(20, 30, 0.8, 2); var json = SaveLoad.Save(a); Log.Message("Saved life: {0}", json); var z = SaveLoad.Load(json); Log.Message("Loaded life: {0}", z); Assert.True(true); }
// Use this for initialization void Start() { player = GameObject.FindWithTag("Player"); pc = player.GetComponent <PlayerController>(); player_hp = player.GetComponent <PlayerHealth>(); rb2d = GetComponent <Rigidbody2D>(); bc2d = GetComponent <BoxCollider2D>(); spriteRenderer = GetComponent <SpriteRenderer>(); animator = GetComponent <Animator>(); SaveLoad.Save(); }
private void doSaveWork() { try { SaveLoad.Save(_onTickTxt.Text, _immediateSourceTxt.Text, _propertiesControl.GetPropsForSave()); } catch (Exception ex) { _outputTxt.Text = "Cound not save NativeWorkbench.ini file\n" + ex; } }
// Update is called once per frame void Update() { textTop -= movementScaler; if (Input.GetKeyDown(KeyCode.Return)) { SaveLoad.save.currentLevel = nextScene; SaveLoad.Save(); SceneManager.LoadScene(nextScene); } }
public void Start() { Debug.Log("Gonna do this save here thing"); SaveLoad.Load(); SaveLoad.save.win = true; SaveLoad.Save(); StartCoroutine("RegisterWin"); }
IEnumerator CoDoTurn(TurnType tt) { playerdied = false; bool playerfirst = CheckYouFirst(); if (tt != TurnType.attack) { playerfirst = true; } if (playerfirst) { youturn = true; StartCoroutine("YouTurn", tt); while (youturn) { yield return(new WaitForEndOfFrame()); } SaveLoad.Save(instance.SaveCallBack); monturn = true; StartCoroutine("MonTurn"); while (monturn) { yield return(new WaitForEndOfFrame()); } SaveLoad.Save(instance.SaveCallBack); } else { monturn = true; StartCoroutine("MonTurn"); while (monturn) { yield return(new WaitForEndOfFrame()); } SaveLoad.Save(instance.SaveCallBack); if (!playerdied) { youturn = true; StartCoroutine("YouTurn", tt); while (youturn) { yield return(new WaitForEndOfFrame()); } } else if (playerdied) { playerdied = false; //yield break; } SaveLoad.Save(instance.SaveCallBack); } }
public void Save() { foreach (int checkpoint in checkpoints) { if (checkpoint == waveSpawnerScript.GetActualWaveIndex()) { OnSaving.Invoke(); SaveLoad.Save(); } } }
private void StartGestation() { Manager manager = new Manager(); manager.m_BabyIsOnItsWay = true; manager.m_GestationStartDate = DateTime.UtcNow.Date.ToString(); SaveLoad.Save(manager); m_FadeToBlack.SetActive(true); }
public void ToogleRetticle(bool Reticle) { if (Reticle == true) { gun.SetCrosshairShape = true; } else if (Reticle == false) { gun.SetCrosshairShape = false; } SaveLoad.Save(gun.SetCrosshairShape, "ToolTip"); }
public void ToogleRetticleColor(bool ReticleColor) { if (ReticleColor == true) { gun.SetCrosshairColor = true; } else if (ReticleColor == false) { gun.SetCrosshairColor = false; } SaveLoad.Save(gun.SetCrosshairColor, "ColorTip"); }
public void ToogleCrouch(bool Crouch) { if (Crouch == true) { ToggleCrouch = true; } else if (Crouch == false) { ToggleCrouch = false; } SaveLoad.Save(ToggleCrouch, "ToggleCrouch"); }
public void ToogleRun(bool run) { if (run == true) { ToggleRun = true; } else if (run == false) { ToggleRun = false; } SaveLoad.Save(ToggleRun, "ToggleRun"); }
public void CreateNew() { saveLoadManager.ClearSave(); DestroyImmediate(GameObject.Find("World")); world = Instantiate(worldPrefab).GetComponent <World>(); world.name = "World"; world.CreateNew(); world.transform.parent = transform; DestroyImmediate(GameObject.Find("Player")); player = Instantiate(playerPrefab).GetComponent <Player>(); player.CreateNew(); player.transform.parent = transform; player.name = "Player"; Debug.Log("new game created"); saveLoadManager.Save(this); GM.SetGameState(GameState.GAME); Unpause(); }
// Use this for initialization void Start() { SaveData.current = new SaveData(); SaveData.current.PeacePower = PeacePower; SaveData.current.JoyPower = JoyPower; SaveData.current.WonderPower = WonderPower; SaveData.current.DespairPower = DespairPower; SaveData.current.FearPower = FearPower; SaveData.current.RagePower = RagePower; SaveLoad.Save(); }