void SetAP() { //疲勞值-1 //GM.playerData.AP -= 1; 不限制AP //下個疲勞恢復時間 if (TimeManager.timeData.IsCountingNextAPTime == false) { TimeManager.timeData.IsCountingNextAPTime = true; TimeManager.timeData.NextAPrestoreTime = TimeManager.NowTime.AddMinutes(TimeManager.NextAP_Gap); } Save_LoadSystem.SaveTimeData(TimeManager.timeData); Debug.Log("下一個AP恢復時間:" + TimeManager.timeData.NextAPrestoreTime); }
private void OnApplicationQuit() { //存檔 Save_LoadSystem.SaveTimeData(timeData); }
private void OnLevelWasLoaded(int level) { Debug.Log("Time"); //存檔 Save_LoadSystem.SaveTimeData(timeData); }