void LoadPlayer(PlayerSaveModel playerSaveData)
    {
        GameObject player = GameObject.FindGameObjectWithTag("Player");

        player.transform.position = playerSaveData.position;
        player.GetComponent <PlayerHealth>().Load(playerSaveData);
    }
Exemplo n.º 2
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        public Player(PlayerSaveModel psm)
        {
            Character = new Character(
                psm.CharacterName,
                psm.Archetype,
                psm.Aggression,
                psm.Courage,
                psm.Practicality,
                psm.Empathy,
                psm.Caution,
                psm.Spirituality,
                psm.MaxHealth,
                psm.CurrentHealth,
                psm.MaxEnergy,
                psm.CurrentEnergy,
                psm.MaxTerror,
                psm.CurrentTerror,
                psm.Food,
                psm.Reputation,
                psm.Wealth,
                psm.Experience,
                psm.Magic
                );

            PlayerNumber    = psm.PlayerNumber;
            Name            = psm.Name;
            CurrentLocation = psm.CurrentLocation;
        }
    public void Load(PlayerSaveModel save)
    {
        currentHealth      = save.health;
        ScoreManager.score = save.score;

        healthSlider.value = currentHealth;
    }
Exemplo n.º 4
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    public static PlayerSaveModel LoadPlayer()
    {
        //Debug.Log(Application.persistentDataPath);
        string          data       = File.ReadAllText(Application.persistentDataPath + "/player_config.save");
        PlayerSaveModel gameSaving = JsonUtility.FromJson <PlayerSaveModel>(data);

        return(gameSaving);
    }
    PlayerSaveModel SavePlayerState()
    {
        PlayerSaveModel playerSaveState = new PlayerSaveModel();
        GameObject      player          = GameObject.FindGameObjectWithTag("Player");

        playerSaveState.position = player.transform.position;
        playerSaveState.score    = ScoreManager.score;
        playerSaveState.health   = player.GetComponent <PlayerHealth>().CurrentHealth;

        return(playerSaveState);
    }
Exemplo n.º 6
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        private void LoadPlayerData()
        {
            string savePath = $"{Application.persistentDataPath}/Player.json";

            if (File.Exists(savePath))
            {
                playerSaveData = JObject.Parse(File.ReadAllText(savePath)).ToObject <PlayerSaveModel>();
            }
            else
            {
                playerSaveData = PlayerSaveModel.MakeNewPlayerData();
                SavePlayerData();
            }
        }
Exemplo n.º 7
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    public void SavePlayer()
    {
        PlayerSaveModel player_model = new PlayerSaveModel();

        player_model.ReadData(gameObject);
        if (is_config)
        {
            player_model.position = stored_pos;
            player_model.roation  = stored_rotation;
        }

        //************
        //Used Modules
        //************
        GameObject go = UnityFunctions.modules;

        ModuleSystemInfo[] modules = go.GetComponentsInChildren <ModuleSystemInfo>();
        foreach (ModuleSystemInfo e in modules)
        {
            ModuleSaveModel m = new ModuleSaveModel();
            m.ReadData(e.gameObject);
            player_model.modules.Add(m);
        }



        //**************
        //Stored Modules
        //**************
        //go = GameObject.Find("Stored_Modules");
        modules = UnityFunctions.stored_modules.GetComponentsInChildren <ModuleSystemInfo>();
        foreach (ModuleSystemInfo e in modules)
        {
            ModuleSaveModel m = new ModuleSaveModel();
            m.ReadData(e.gameObject);
            player_model.stored_modules.Add(m);
        }
        string json = JsonUtility.ToJson(player_model);

        File.WriteAllText(Application.persistentDataPath + "/player_config.save", json);
    }
Exemplo n.º 8
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    public void GameRead()
    {
        if (File.Exists(filePath))
        {
                        //创建一个StreamReader,用来读取流
                        StreamReader sr = new StreamReader(filePath);
                        //将读取到的流赋值给playerModelJson
                        string playerModelJson = sr.ReadToEnd();
                        //关闭
                        sr.Close();

                        //将字符串playerModelJson转换为PlayerModel对象
                        playerSaveModel = JsonMapper.ToObject <PlayerSaveModel>(playerModelJson);
            JsonToObject();
        }
        else
        {
            Debug.Log("nothing");
            playerSaveModel.playerHP = 200;
        }
    }
Exemplo n.º 9
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    public void LoadPlayer()
    {
        UnityFunctions.PopulateItemResorces();

        PlayerSaveModel player_model   = PlayerSaveModel.LoadPlayer();
        ShipManagment   ship_mamanmger = gameObject.GetComponent <ShipManagment>();

        ship_mamanmger.fuel    = player_model.fuel;
        ship_mamanmger.battery = player_model.battery;

        if (is_config == false)
        {
            transform.position = player_model.position;
            transform.rotation = player_model.roation;
        }
        else
        {
            stored_pos      = player_model.position;
            stored_rotation = player_model.roation;
        }

        //*************
        //Load invetory
        //*************
        InventoryManager inv = gameObject.GetComponent <InventoryManager>();

        inv.inventory.Clear();
        if (inv != null && player_model.inventory != null)
        {
            foreach (Enums.enum_item e in player_model.inventory)
            {
                //if (UnityFunctions.GetItemTypeResorceType(e) == Enums.enum_resorce_type.blueprint) {
                //inv.blueprints.Add(new InventoryManager.Item(e));
                //} else {
                inv.inventory.Add(new InventoryManager.Item(e));
                // }
            }
        }

        //****************
        //Load blue prints
        //****************
        //inv.blueprints.Clear();
        if (inv != null && player_model.blueprints != null)
        {
            foreach (Enums.enum_item e in player_model.blueprints)
            {
                inv.blueprints.Add(new InventoryManager.Item(e));
            }
        }


        //*****************
        //Load the upgrades
        //*****************
        ship_mamanmger.stored_upgrades.Clear();
        foreach (string e in player_model.stored_upgrades)
        {
            Upgrade_Settings refab = Resources.Load(e) as Upgrade_Settings;
            ship_mamanmger.stored_upgrades.Add(refab);
        }

        //********************************************
        //Loop through the modules in our player model
        //********************************************
        foreach (ModuleSaveModel module in player_model.modules)
        {
            //****************
            //Create our modue
            //****************
            GameObject new_module = Create_Module(module);
            if (new_module != null)
            {
                //************
                //Add upgrades
                //************
                ship_mamanmger.Equip(new_module);
            }
        }

        //********************************************
        //Loop through the modules in our player model
        //********************************************

        foreach (ModuleSaveModel module in player_model.stored_modules)
        {
            //****************
            //Create our modue
            //****************
            GameObject new_module = null;
            try {
                new_module = Create_Module(module);
            } catch (Exception ex) {
                Debug.Log(ex);
            }
            if (new_module != null)
            {
                ship_mamanmger.Store_Module(new_module);
            }
        }
    }