/// <summary> /// Load temporarily cached data for the current scene. /// </summary> /// <param name="jsonText">The cached data.</param> /// <returns>Was the cached data loaded?</returns> private static bool LoadSceneData(string jsonText) { SceneSaveData saveData = JsonUtility.FromJson <SceneSaveData>(jsonText); // load hero objects for (int i = 0; i < saveData.heroObjects.Length; i++) { LoadHeroKitObject(saveData.heroObjects[i]); } return(true); }
// Use this for initialization void Awake() { if (!once) { DontDestroyOnLoad(gameObject); once = true; } else { Destroy(gameObject); } m_dialog = GameObject.FindObjectOfType <DialogManage>(); m_frag = GameObject.FindObjectOfType <FragmentSystem>(); m_ui = GameObject.FindObjectOfType <UIInterface>(); m_pubSwitches = GameObject.FindObjectOfType <SwitchGroup>(); m_sceneData = GameObject.FindObjectOfType <SceneSaveData>(); }
//初始化 void Init() { //设置当前关卡 Game.globalData.currentSceneId = sceneId; //读取关卡配置文件 sceneConfigDatas = Game.globalData.ReadSceneConfigDataFile(); //初始化关卡存档文件 sceneSaveData = new SceneSaveData(sceneId, sceneConfigDatas[sceneId - 1].numOfCoins, 0, sceneConfigDatas[sceneId - 1].numOfHidedCoins, 0, 0, "0"); Game.globalData.life = Game.globalData.life >= 3 ? Game.globalData.life : 3; life = Game.globalData.life; lifeText.text = life.ToString(); }