Exemplo n.º 1
0
    public void ReseteSaveFile()
    {
        if (File.Exists(Application.persistentDataPath + "/gamesave.save"))
        {
            BinaryFormatter bf   = new BinaryFormatter();
            FileStream      file = File.Open(Application.persistentDataPath + "/gamesave.save", FileMode.Open);
            Save            save = (Save)bf.Deserialize(file);
            file.Close();

            //Aqui se hace lo contrario que en el CreateSaveGameObject. Se toman las variables del save y se aplican esos valores a las variables que se usan en código
            currentExp = 0;

            lastLevelWon = 0;

            characterDataForCurrentLevel.Clear();

            allLevelNodes = FindObjectsOfType <LevelNode>();
            for (int i = 0; i < allLevelNodes.Length; i++)
            {
                allLevelNodes[i].HideThisLevel();
            }

            levelIDsUnlocked.Clear();

            for (int i = 0; i < allLevelNodes.Length; i++)
            {
                if (allLevelNodes[i].idLevel == 1)
                {
                    levelIDsUnlocked.Add(allLevelNodes[i].idLevel);
                    allLevelNodes[i].UnlockThisLevel();
                }
            }

            #region Characters



            KnightData _knight = FindObjectOfType <KnightData>();

            _knight.unitPowerLevel = _knight.initialPowerLevelOnlyUsedForResetSaveFile;
            _knight.HideShowMeshCharacterData(true);
            _knight.isCharacterUnlocked = true;
            _knight.idSkillsBought.Clear();

            MageData _mage = FindObjectOfType <MageData>();
            _mage.unitPowerLevel = _mage.initialPowerLevelOnlyUsedForResetSaveFile;
            _mage.HideShowMeshCharacterData(true);
            _mage.isCharacterUnlocked = true;
            _mage.idSkillsBought.Clear();

            //Añado al mago y al caballero para que salgan en la caja de selección al principio
            characterDataForCurrentLevel.Add(_knight);
            characterDataForCurrentLevel.Add(_mage);

            RogueData _rogue = FindObjectOfType <RogueData>();
            _rogue.unitPowerLevel = _rogue.initialPowerLevelOnlyUsedForResetSaveFile;
            _rogue.HideShowMeshCharacterData(false);
            _rogue.isCharacterUnlocked = false;
            _rogue.idSkillsBought.Clear();

            BerserkerData _berserker = FindObjectOfType <BerserkerData>();
            _berserker.unitPowerLevel = _berserker.initialPowerLevelOnlyUsedForResetSaveFile;
            _berserker.HideShowMeshCharacterData(false);
            _berserker.isCharacterUnlocked = false;
            _berserker.idSkillsBought.Clear();

            ValkyrieData _valkyrie = FindObjectOfType <ValkyrieData>();
            _valkyrie.unitPowerLevel = _valkyrie.initialPowerLevelOnlyUsedForResetSaveFile;
            _valkyrie.HideShowMeshCharacterData(false);
            _valkyrie.isCharacterUnlocked = false;
            _valkyrie.idSkillsBought.Clear();

            DruidData _druid = FindObjectOfType <DruidData>();
            _druid.unitPowerLevel = _druid.initialPowerLevelOnlyUsedForResetSaveFile;
            _druid.HideShowMeshCharacterData(false);
            _druid.isCharacterUnlocked = false;
            _druid.idSkillsBought.Clear();

            MonkData _monk = FindObjectOfType <MonkData>();
            _monk.unitPowerLevel = _monk.initialPowerLevelOnlyUsedForResetSaveFile;
            _monk.HideShowMeshCharacterData(false);
            _monk.isCharacterUnlocked = false;
            _monk.idSkillsBought.Clear();

            SamuraiData _samurai = FindObjectOfType <SamuraiData>();
            _samurai.unitPowerLevel = _samurai.initialPowerLevelOnlyUsedForResetSaveFile;
            _samurai.HideShowMeshCharacterData(false);
            _samurai.isCharacterUnlocked = false;
            _samurai.idSkillsBought.Clear();

            #endregion

            enemiesKilled         = 0;
            randomLevelsCompleted = 0;

            Debug.Log("File Reseted");
            Debug.Log("-----");
        }

        else
        {
            Debug.Log("Se ha intentado cargar y no existe archivo de guardado");
        }

        print(Application.persistentDataPath);
    }