Exemplo n.º 1
0
    bool ValueChanged()
    {
        PlayerPrefsObject pp = Core.instance.PlayerPrefs;

        return(m_TMPPref.MouseSensitivity != pp.MouseSensitivity || m_TMPPref.StickSensitivity != pp.StickSensitivity || m_TMPPref.FXVolume != pp.FXVolume ||
               m_TMPPref.MusicVolume != pp.MusicVolume || m_TMPPref.UIVolume != pp.UIVolume || m_TMPPref.InvertXAxis != pp.InvertXAxis || m_TMPPref.InvertYAxis != pp.InvertYAxis ||
               m_TMPPref.CurrentLanguage != pp.CurrentLanguage);
    }
Exemplo n.º 2
0
    void Awake()
    {
        m_MoveSliderAction = InputHandler.Inputs.actions["MoveSlider"];
        UISystem.instance.onSelectionChangeEvent += SetNewSelection;

        FeedUIElementsWithEvents();
        m_TMPPref = Core.instance.PlayerPrefs.GetDeepCopy();
        LoadPrefs();
    }
Exemplo n.º 3
0
    // Start is called before the first frame update
    void Start()
    {
        var status = PlayerPrefsObject.GetObject <Status>("Status");

        game_manager_script = GameObject.FindGameObjectWithTag("GameController").GetComponent <GameManagerScript>();
        player              = GameObject.FindGameObjectWithTag("Player").GetComponent <PlayerStatus>();
        itemDatabase        = GameObject.FindWithTag("ItemController").GetComponent <ItemDatabase>();
        gear_manager_script = GameObject.FindWithTag("ItemController").GetComponent <GearManagerScript>();
        gear_set_script     = GameObject.FindWithTag("ItemController").GetComponent <GearsSetScript>();
    }
Exemplo n.º 4
0
    public PlayerPrefsObject GetDeepCopy()
    {
        PlayerPrefsObject clone = new PlayerPrefsObject();

        clone.MouseSensitivity = this.MouseSensitivity;
        clone.StickSensitivity = this.StickSensitivity;
        clone.InvertXAxis      = this.InvertXAxis;
        clone.InvertYAxis      = this.InvertYAxis;
        clone.MusicVolume      = this.MusicVolume;
        clone.FXVolume         = this.FXVolume;
        clone.UIVolume         = this.UIVolume;
        clone.CurrentLanguage  = this.CurrentLanguage;

        return(clone);
    }
Exemplo n.º 5
0
    public void SceneMove(bool start)
    {
        if (start == true)
        {
            PlayerPrefs.DeleteAll();
            if (GameObject.FindWithTag("HomeObject") != null)
            {
                SceneManager.sceneLoaded += SceneInitLoaded;
            }
            SceneManager.LoadScene(StartSceneName);
            //   Application.LoadLevel(StartSceneName);
        }
        else
        {
            var continue_load_status      = PlayerPrefsObject.GetObject <Status>("Status");
            var continue_load_object_save = PlayerPrefsObject.GetObject <ObjectSave>("objectSave");
            var continue_load_item_save   = PlayerPrefsObject.GetObject <ItemSave>("ItemSave");
            if (continue_load_status != null && continue_load_object_save != null && continue_load_item_save != null)
            {
                //保存データーがあったら
                var continue_load_status_json      = JsonUtility.ToJson(continue_load_status).ToString();
                var continue_load_object_save_json = JsonUtility.ToJson(continue_load_object_save).ToString();
                var continue_load_item_save_json   = JsonUtility.ToJson(continue_load_item_save);

                var continue_load_status_json_taking_out      = JsonUtility.FromJson <Status>(continue_load_status_json);
                var continue_load_object_save_json_taking_out = JsonUtility.FromJson <ObjectSave>(continue_load_object_save_json);
                var continue_load_item_save_json_taking_out   = JsonUtility.FromJson <ItemSave>(continue_load_item_save_json);
                SceneManager.sceneLoaded += SceneLoaded;
                SceneManager.LoadScene(continue_load_object_save_json_taking_out.SceneName);
                //保存データに保存してあるシーンの名前に移動する。
            }
            else
            {
                //保存データがなかったら
                SceneManager.LoadScene(StartSceneName);
            }
        }
    }
Exemplo n.º 6
0
    private void Awake()
    {
        LockCursor();
        xAxisClamp = 0.0f;

        layerMask = LayerMask.NameToLayer("Interact");

        InputActionAsset actions = InputHandler.Inputs.actions;

        m_Interact = actions["inputs.interact"];
        m_Look     = actions["inputs.look"];

        m_Interact.performed += (context) =>
        {
            if (m_CurrentSelection && !UISystem.MenuPresence)
            {
                m_CurrentSelection.Interact();
            }
        };

        m_PlayerPrefs  = Core.instance.PlayerPrefs;
        m_PlayerCenter = playerBody.GetComponent <PlayerControl>().Center;
    }
Exemplo n.º 7
0
    public void Save()
    {
        var status =
            new Status
        {
            position = player.position,
            HP       = player.HP,
            Defense  = player.Defense,
            Attack   = player.Attack
        };

        var objectSave =
            new ObjectSave
        {
            SceneName          = game_manager_script.SceneName,
            SceneNameBefore    = game_manager_script.SceneNameBefore,
            SceneHistroy       = game_manager_script.SceneHistroy,
            WannnaDestroyEnemy = game_manager_script.wanna_destroy_enemy,
            WannaDestroyItem   = itemDatabase.wanna_destroy_item_id
        };

        foreach (ItemList item in itemDatabase.items)
        {
            AttackSave.Add(item.itemPower);
            HPIncreaseSave.Add(item.itemHPInCrease);
            DefenseSave.Add(item.itemDefense);
            NameSave.Add(item.ItemName);
            DescriptionSave.Add(item.itemDesc);
            spriteSave.Add(item.itemIcon);
            LifeStealSave.Add(item.itemLifeSteal);
            IDSave.Add(item.itemID);
            speedSave.Add(item.itemAttackSpeed);
            eTypeSave.Add(item.elementtype);
            iTypeSave.Add(item.itemType);
        }
        for (int i = 0; i < gear_set_script.Head.Count; i++)
        {
            GearIDSave.Add(gear_set_script.GearID[i]);
            GearNameSave.Add(gear_set_script.GearName[i]);
            GearDefenseSave.Add(gear_set_script.GearDefense[i]);
            GearHeadSave.Add(gear_set_script.Head[i]);
            GearBodySave.Add(gear_set_script.Body[i]);
            GearLegSave.Add(gear_set_script.Leg[i]);
            GearArmsLeftSave.Add(gear_set_script.ArmsLeft[i]);
            GearArmsRightSave.Add(gear_set_script.ArmsRight[i]);
        }

        var GearStatusSave =
            new GearStatusSave
        {
            GearID       = GearIDSave,
            GearName     = GearNameSave,
            GearDefense  = GearDefenseSave,
            GearHead     = GearHeadSave,
            GearLeg      = GearLegSave,
            GearBody     = GearBodySave,
            GearArmLeft  = GearArmsLeftSave,
            GearArmRight = GearArmsRightSave
        };


        var itemsSave = new ItemSave
        {
            Attack      = AttackSave,
            HPIncrease  = HPIncreaseSave,
            Defense     = DefenseSave,
            Name        = NameSave,
            Description = DescriptionSave,
            sprite      = spriteSave,
            ID          = IDSave,
            eType       = eTypeSave,
            iType       = iTypeSave,
            ItemCount   = itemDatabase.items.Count,
            LifeSteal   = LifeStealSave,
            speed       = speedSave
        };

        var GearSave = new GearSave
        {
            //武器シリーズ
            weaponID          = gear_manager_script.weaponID,
            weaponName        = gear_manager_script.weaponName,
            weaponPower       = gear_manager_script.weaponPower,
            WeaponAttackSpeed = gear_manager_script.WeaponAttackSpeed,

            //ここはギアシリーズ
            GearDefense = gear_manager_script.GearDefense,
            GearID      = gear_manager_script.GearID,
            GearName    = gear_manager_script.GearName,

            //ここは装備画像を入れるところ
            GearArmLeft  = gear_manager_script.GearArmLeft,
            GearArmRight = gear_manager_script.GearArmRight,

            GearBody = gear_manager_script.GearBody,
            GearLeg  = gear_manager_script.GearLeg,
            GearHead = gear_manager_script.GearHead
        };

        PlayerPrefsObject.SetObject("Status", status);
        PlayerPrefsObject.SetObject("objectSave", objectSave);
        PlayerPrefsObject.SetObject("ItemSave", itemsSave);
        PlayerPrefsObject.SetObject("GearSave", GearSave);
        PlayerPrefsObject.SetObject("GearStatusSave", GearStatusSave);
    }
Exemplo n.º 8
0
    public void SceneLoaded(Scene scene, LoadSceneMode sceneMode)
    {
        GameObject        ObjectGames_prefab  = Instantiate(ObjectGames);
        GameObject        Player              = GameObject.FindGameObjectWithTag("Player");
        GameObject        GameManager         = GameObject.FindGameObjectWithTag("GameController");
        GameManagerScript GameManagerScript   = GameManager.GetComponent <GameManagerScript>();
        GameObject        ItemController      = GameObject.FindWithTag("ItemController");
        ItemDatabase      item_database       = ItemController.GetComponent <ItemDatabase>();
        PlayerStatus      PlayerStatus        = Player.GetComponent <PlayerStatus>();
        GearManagerScript gear_manager_script = ItemController.GetComponent <GearManagerScript>();
        GearsSetScript    gears_set_script    = ItemController.GetComponent <GearsSetScript>();

        var continue_load_status           = PlayerPrefsObject.GetObject <Status>("Status");
        var continue_load_object_save      = PlayerPrefsObject.GetObject <ObjectSave>("objectSave");
        var continue_load_item_save        = PlayerPrefsObject.GetObject <ItemSave>("ItemSave");
        var continue_load_gear_save        = PlayerPrefsObject.GetObject <GearSave>("GearSave");
        var continue_load_gear_status_save = PlayerPrefsObject.GetObject <GearStatusSave>("GearStatusSave");

        var continue_load_status_json           = JsonUtility.ToJson(continue_load_status).ToString();
        var continue_load_object_save_json      = JsonUtility.ToJson(continue_load_object_save).ToString();
        var continue_load_item_save_json        = JsonUtility.ToJson(continue_load_item_save).ToString();
        var continue_load_gear_save_json        = JsonUtility.ToJson(continue_load_gear_save).ToString();
        var continue_load_gear_status_save_json = JsonUtility.ToJson(continue_load_gear_status_save).ToString();

        //jsonにしてデータ取り出しできるようにする
        var continue_load_status_json_taking_out           = JsonUtility.FromJson <Status>(continue_load_status_json);
        var continue_load_object_save_json_taking_out      = JsonUtility.FromJson <ObjectSave>(continue_load_object_save_json);
        var continue_load_item_save_json_taking_out        = JsonUtility.FromJson <ItemSave>(continue_load_item_save_json);
        var continue_load_gear_save_json_taking_out        = JsonUtility.FromJson <GearSave>(continue_load_gear_save_json);
        var continue_load_gear_status_save_json_taking_out = JsonUtility.FromJson <GearStatusSave>(continue_load_gear_status_save_json);

        //保存したデータをGameManagerに代入
        GameManagerScript.SceneHistroy        = continue_load_object_save_json_taking_out.SceneHistroy;
        GameManagerScript.SceneName           = continue_load_object_save_json_taking_out.SceneName;
        GameManagerScript.wanna_destroy_enemy = continue_load_object_save_json_taking_out.WannnaDestroyEnemy;
        GameManagerScript.SceneNameBefore     = continue_load_object_save_json_taking_out.SceneNameBefore;

        //保存したデータをItemDatabase(ItemController)に代入(削除したいアイテムのID名などの保管庫)
        item_database.wanna_destroy_item_id = continue_load_object_save_json_taking_out.WannaDestroyItem;
        //保存したデータをItemControllerに代入
        for (int i = 0; i < continue_load_item_save_json_taking_out.ItemCount; i++)
        {
            string               Name        = continue_load_item_save_json_taking_out.Name[i];
            float                speed       = continue_load_item_save_json_taking_out.speed[i];
            Sprite               sprite      = continue_load_item_save_json_taking_out.sprite[i];
            float                HPIncrease  = continue_load_item_save_json_taking_out.HPIncrease[i];
            string               ID          = continue_load_item_save_json_taking_out.ID[i];
            float                Attack      = continue_load_item_save_json_taking_out.Attack[i];
            float                Defense     = continue_load_item_save_json_taking_out.Defense[i];
            float                LifeSteal   = continue_load_item_save_json_taking_out.LifeSteal[i];
            string               Description = continue_load_item_save_json_taking_out.Description[i];
            ItemList.ItemType    itemType    = continue_load_item_save_json_taking_out.iType[i];
            ItemList.elementType elemenType  = continue_load_item_save_json_taking_out.eType[i];
            //float speed = continue_load_item_save_json_taking_out.
            //ここでまずはアイテムステータスを作っていくよ。
            itemsLoad.Add(new ItemList(name: Name, id: ID, power: Attack, desc: Description, def: Defense, speed: speed, ls: LifeSteal, etype: elemenType, type: itemType, sprite: sprite, itemHPIncre: HPIncrease));
        }
        //上で作成したListを入れていく—
        item_database.items = itemsLoad;

        //GearManagerScriptに代入。(装備管理スクリプト)

        gear_manager_script.weaponID          = continue_load_gear_save_json_taking_out.weaponID;
        gear_manager_script.weaponName        = continue_load_gear_save_json_taking_out.weaponName;
        gear_manager_script.weaponPower       = continue_load_gear_save_json_taking_out.weaponPower;
        gear_manager_script.WeaponAttackSpeed = continue_load_gear_save_json_taking_out.WeaponAttackSpeed;


        gear_manager_script.GearID      = continue_load_gear_save_json_taking_out.GearID;
        gear_manager_script.GearDefense = continue_load_gear_save_json_taking_out.GearDefense;
        gear_manager_script.GearName    = continue_load_gear_save_json_taking_out.GearName;

        gear_manager_script.GearHead     = continue_load_gear_save_json_taking_out.GearHead;
        gear_manager_script.GearBody     = continue_load_gear_save_json_taking_out.GearBody;
        gear_manager_script.GearLeg      = continue_load_gear_save_json_taking_out.GearLeg;
        gear_manager_script.GearArmRight = continue_load_gear_save_json_taking_out.GearArmRight;
        gear_manager_script.GearArmLeft  = continue_load_gear_save_json_taking_out.GearArmLeft;


        for (int i = 0; i < continue_load_gear_status_save_json_taking_out.GearID.Count; i++)
        {
            gears_set_script.Head.Add(continue_load_gear_status_save_json_taking_out.GearHead[i]);
            gears_set_script.Body.Add(continue_load_gear_status_save_json_taking_out.GearBody[i]);
            gears_set_script.Leg.Add(continue_load_gear_status_save_json_taking_out.GearLeg[i]);
            gears_set_script.ArmsLeft.Add(continue_load_gear_status_save_json_taking_out.GearArmLeft[i]);
            gears_set_script.ArmsRight.Add(continue_load_gear_status_save_json_taking_out.GearArmRight[i]);
            gears_set_script.GearDefense.Add(continue_load_gear_status_save_json_taking_out.GearDefense[i]);
            gears_set_script.GearID.Add(continue_load_gear_status_save_json_taking_out.GearID[i]);
            gears_set_script.GearName.Add(continue_load_gear_status_save_json_taking_out.GearName[i]);
        }



        //保存したデータをPlayerStautsに代入
        PlayerStatus.HP       = continue_load_status_json_taking_out.HP;
        PlayerStatus.Defense  = continue_load_status_json_taking_out.Defense;
        PlayerStatus.Attack   = continue_load_status_json_taking_out.Attack;
        PlayerStatus.position = continue_load_status_json_taking_out.position;
        PlayerStatus.gameObject.transform.position = continue_load_status_json_taking_out.position;
        SceneManager.sceneLoaded -= SceneLoaded;
    }