// load boards from save file. public void LoadBoard2(string filename, Transform[] board) { int card_index = 0; // access all string arrays in the save file. string[] board_data = SaveLoadController.LoadBoard(filename); // transfer saved boards into the board selector screen. for (int i = 0; i < board_data.Length; i++) { if (board_data[i] == "Blank2" || board_data[i] == "Blank3") { board[i].GetComponent <Image>().sprite = Resources.Load <Sprite>("Blank2"); } else { // search for cards using the string aquired from the save file. while (_card_img[card_index].name != board_data[i]) { card_index++; } board[i].GetComponent <Image>().sprite = _card_img[card_index]; card_index = 0; } } }
// load board from save file to display on the WinInfo screen. private void LoadBoard(string filename, Transform[] board) { string[] _board_data = SaveLoadController.LoadBoard(filename + ".sav"); // insert cards into board. int card_index = 0; for (int i = 0; i < _board_data.Length; i++) { if (_board_data[i] == "Blank2" || _board_data[i] == "Blank3") { board[i].GetComponent <Image>().sprite = Resources.Load <Sprite>("Blank2"); } else { while (_board_data[i] != card_img_winInfo[card_index].name) { card_index++; } Debug.Log(i); board[i].GetComponent <Image>().sprite = card_img_winInfo[card_index]; card_index = 0; } } }
// call this if loading the board will affect selected cards on board creation. public static void LoadBoards(bool[,] already_picked) { string[] board_data; for (int i = 0; i < boards.Length; i++) { string filename = "board" + (i + 1) + ".sav"; board_data = SaveLoadController.LoadBoard(filename); boards[i].isFull = true; int card_i = 0; if (board_data != null) { foreach (string cardname in board_data) { boards[i].cards[card_i].GetComponent <Image>().sprite = Resources.Load <Sprite>(cardname); if (cardname == "Blank2" || cardname == "Blank3") { boards[i].isFull = false; } //already_picked[ i, dict[cardname] ] = true; card_i++; } } else if (board_data == null) { boards[i].cards[card_i].GetComponent <Image>().sprite = Resources.Load <Sprite>("Blank2"); boards[i].isFull = false; card_i++; } //Debug.Log(i + "::" + boards[i].isFull); } }
// load board on index. public static void LoadBoard() { string filename = "AI" + (index_ai) + "_board.sav"; string[] board_data = SaveLoadController.LoadBoard(filename); int card_i = 0; foreach (string cardname in board_data) { if (board_data != null) { boards[won_index].cards[card_i].GetComponent <Image>().sprite = Resources.Load <Sprite>(cardname); } else if (board_data == null) { boards[won_index].cards[card_i].GetComponent <Image>().sprite = Resources.Load <Sprite>("Blank2"); } card_i++; } }
// call this if you only need to load cards into the boards without affecting card selectors. public static void LoadBoards() { string[] board_data; for (int i = 0; i < boards.Length; i++) { string filename = "board" + (i + 1) + ".sav"; board_data = SaveLoadController.LoadBoard(filename); int card_i = 0; foreach (string cardname in board_data) { if (board_data != null) { boards[i].cards[card_i].GetComponent <Image>().sprite = Resources.Load <Sprite>(cardname); } else if (board_data == null) { boards[i].cards[card_i].GetComponent <Image>().sprite = Resources.Load <Sprite>("Blank2"); } card_i++; } } }