private void Awake() { // Load Audio Settings from PlayerPrefs and add it to an object of type AudioSettings. AudioHandler.AudioSettings myAudioSettings = new AudioHandler.AudioSettings(); myAudioSettings = SaveHandler <AudioHandler.AudioSettings> .Load(SaveHandler <AudioHandler.AudioSettings> .SaveFileName.audioSettings); // Checks if there's an audiosettings at all in playerprefs. if there isnt, set all volume to 100% and saves that to PlayerPrefs if (myAudioSettings == null) { myAudioSettings = new AudioHandler.AudioSettings { vfxVolume = 1f }; SaveHandler <AudioHandler.AudioSettings> .Save(myAudioSettings, SaveHandler <AudioHandler.AudioSettings> .SaveFileName.audioSettings); } if (myAudioSettings.vfxVolume == 1f) { GameObject.Find("VolumeToggleBtn").GetComponent <Image>().sprite = GameObject.Find("VolumeToggleBtn").GetComponent <Button>().spriteState.selectedSprite; } else { GameObject.Find("VolumeToggleBtn").GetComponent <Image>().sprite = GameObject.Find("VolumeToggleBtn").GetComponent <Button>().spriteState.disabledSprite; } }
public void AddLevelCompletionInfo(SceneHandler.Scene scene, int score, float time) { bool sceneExists = false; LevelCompletionEntry levelCompletionEntry = new LevelCompletionEntry { scene = scene, score = score, time = time }; LevelCompletionInfo levelCompletionInfo = new LevelCompletionInfo(); levelCompletionInfo = levelCompletionInfo.Load(); for (int i = 0; i < levelCompletionInfo.LevelCompletionEntryList.Count; i++) { if (levelCompletionInfo.LevelCompletionEntryList[i].scene == scene) { sceneExists = true; if (levelCompletionInfo.LevelCompletionEntryList[i].score < score) { levelCompletionInfo.LevelCompletionEntryList[i] = levelCompletionEntry; } else if (levelCompletionInfo.LevelCompletionEntryList[i].score == score && levelCompletionInfo.LevelCompletionEntryList[i].time > time) { levelCompletionInfo.LevelCompletionEntryList[i] = levelCompletionEntry; } } } if (!sceneExists) { levelCompletionInfo.LevelCompletionEntryList.Add(levelCompletionEntry); } SaveHandler <LevelCompletionInfo> .Save(levelCompletionInfo, SaveHandler <LevelCompletionInfo> .SaveFileName.levelCompletionInfo); }
public void SortAndTrim(HighScores myTempHighScores) { for (int i = 0; i < myTempHighScores.highScoreEntryList.Count; i++) { for (int j = i + 1; j < myTempHighScores.highScoreEntryList.Count; j++) { if (myTempHighScores.highScoreEntryList[j].score > myTempHighScores.highScoreEntryList[i].score) { // Swap HighScores.HighScoreEntry tmp = myTempHighScores.highScoreEntryList[i]; myTempHighScores.highScoreEntryList[i] = myTempHighScores.highScoreEntryList[j]; myTempHighScores.highScoreEntryList[j] = tmp; } } } //// After sorting only keep the top9 if (myTempHighScores.highScoreEntryList.Count > 9) { myTempHighScores.highScoreEntryList.RemoveRange(9, myTempHighScores.highScoreEntryList.Count - 9); SaveHandler <HighScores> .Save(myTempHighScores, SaveHandler <HighScores> .SaveFileName.highScoreTable); } }
public void AttemptAutoSave() { if (autoSaveEnabled && !loading) { saveHandler.Save(); } }
private void AddHighScoreEntry(int score) { // create HighScoreEntry HighScores.HighScoreEntry highScoreEntry = new HighScores.HighScoreEntry { score = score }; // Load saved HighScores HighScores highScores = SaveHandler <HighScores> .Load(SaveHandler <HighScores> .SaveFileName.highScoreTable); // Add new entry to HighScores highScores.highScoreEntryList.Add(highScoreEntry); // Save updated highscores SaveHandler <HighScores> .Save(highScores, SaveHandler <HighScores> .SaveFileName.highScoreTable); //string json = JsonUtility.ToJson(highScores); //PlayerPrefs.SetString("highScoreTable", json); //PlayerPrefs.Save(); }
private void Awake() { // Load Audio Settings from PlayerPrefs and add it to an object of type AudioSettings. AudioSettings myAudioSettings = new AudioSettings(); myAudioSettings = SaveHandler <AudioSettings> .Load(SaveHandler <AudioSettings> .SaveFileName.audioSettings); // Checks if there's an audiosettings at all in playerprefs. if there isnt, set all volume to 100% and saves that to PlayerPrefs if (myAudioSettings == null) { myAudioSettings = new AudioSettings { vfxVolume = 1f }; SaveHandler <AudioSettings> .Save(myAudioSettings, SaveHandler <AudioSettings> .SaveFileName.audioSettings); } //Debug.Log("vfx volume " + myAudioSettings.vfxVolume); foreach (Sound s in sounds) { s.source = gameObject.AddComponent <AudioSource>(); s.source.clip = s.clip; s.source.volume = s.volume * myAudioSettings.vfxVolume; s.source.pitch = s.pitch; s.source.loop = s.loop; } }
private void BtnExportAll_Click(object sender, RoutedEventArgs e) { _exportingAll = true; var saveHandler = new SaveHandler(); saveHandler.Save(Screens, typeof(List <Screen>), saveHandler.ScreensFile); saveHandler.Save(Companions, typeof(List <Companion>), saveHandler.CompanionsFile); saveHandler.Save(Items, typeof(List <Item>), saveHandler.ItemsFile); saveHandler.Save(Shops, typeof(List <Shop>), saveHandler.ShopsFile); _exportingAll = false; MessageBox.Show("Everything has been exported successfully!\n\nSee Files:\n\n" + saveHandler.ScreensFile + "\n" + saveHandler.CompanionsFile + "\n" + saveHandler.ItemsFile + "\n" + saveHandler.ShopsFile); }
private void OnTriggerEnter2D(Collider2D collision) { if (collision.gameObject.tag == "EnemyProjectile") { Data.ChangePlayerHP(); int currentHp = Data.GetCurrentHP(); SaveHandler.Save(); if (currentHp <= 0) { foreach (GameObject obj in GameObject.FindGameObjectsWithTag("Enemy")) { Destroy(obj); } foreach (GameObject obj in GameObject.FindGameObjectsWithTag("EnemyProjectile")) { Destroy(obj); } Player.position = Vector2.zero; SaveHandler.SaveDefaultValues(); SaveHandler.LoadAll(); ShowDeathMenu(); } } }
public void PauseTheGame() { Time.timeScale = 0; PauseText.text = "Pause"; PauseMenu.SetActive(true); SaveHandler.Save(); }
private void SavePlayerCurrentNode() { CurrentNodeInfo myCurrentNodeInfo = new CurrentNodeInfo(); myCurrentNodeInfo.currentNodePosition = m_PlayerNodeMovement.GetCurrentNode().transform.position; myCurrentNodeInfo.currentNodeName = m_PlayerNodeMovement.GetCurrentNode().GetNodeName(); SaveHandler <CurrentNodeInfo> .Save(myCurrentNodeInfo, SaveHandler <CurrentNodeInfo> .SaveFileName.currentPlayerNode); }
private void ExitGame() { SaveData data = new SaveData(); data.SaveProgress(achControl); SaveHandler.Save(data, "save_file"); //! game.Exit(); }
private void BtnExportShops_Click(object sender, RoutedEventArgs e) { var saveHandler = new SaveHandler(); saveHandler.Save(Shops, typeof(List <Shop>), saveHandler.ShopsFile); if (!_exportingAll) { MessageBox.Show("Shops have been exported successfully!\n\nSee File:\n\n" + saveHandler.ShopsFile); } }
public void UpdatePlayerInventory2(CombinedWearables combinedWearable, int addOrSubtractAmount) { var id = GetName(combinedWearable); var wearable = combinedWearable; if (!CombinedWearableExists(id)) { wearable = GenerateNewCombinedWearable(wearable); combinedWearableDataToSave.Add(id, inventoryData.StatList(wearable)); temporaryData.Add(id, inventoryData.StatList(wearable)); } wearable.Amount += addOrSubtractAmount; EventBroker.Instance().SendMessage(new EventUpdateAmount(id, wearable.Amount)); if (CombinedWearableAmountIsZero(wearable)) { if (!Predefined(id)) { combinedWearableDataToSave.Remove(id); temporaryData.Remove(id); UpdateHud(wearable); saveHandler.Save(this); EventBroker.Instance().SendMessage(new EventDestroyCombinedWearable(id)); return; } } wearable.ShouldBeInteractable(); AssignNewValues(id, wearable); wearable.ReduceAlpha(); UpdateHud(wearable); combinedWearableDataToSave[id] = temporaryData[id]; EventBroker.Instance().SendMessage(new EventSortInventory()); EventBroker.Instance().SendMessage(new EventUpdateAmount(id, Convert.ToInt32(temporaryData[id][InventoryData.Amount]))); // saveHandler.Save(this); }
public LevelCompletionInfo Load() { LevelCompletionInfo myTempLevelCompletionInfo; myTempLevelCompletionInfo = SaveHandler <LevelCompletionInfo> .Load(SaveHandler <LevelCompletionInfo> .SaveFileName.levelCompletionInfo); if (myTempLevelCompletionInfo == null) { myTempLevelCompletionInfo = new LevelCompletionInfo(); SaveHandler <LevelCompletionInfo> .Save(myTempLevelCompletionInfo, SaveHandler <LevelCompletionInfo> .SaveFileName.levelCompletionInfo); } return(myTempLevelCompletionInfo); }
public void Save() { string errorMessage; if (!SaveHandler.Save(out errorMessage)) { DisplayMessage($"Erreur de création de la sauvegarde : {errorMessage}", true); } else { isSaved = true; } //Resume(); }
public void AddHighScoreEntry(int score) { HighScoreEntry highScoreEntry = new HighScoreEntry { score = score }; HighScores highScores = new HighScores(); highScores = highScores.Load(); highScores.highScoreEntryList.Add(highScoreEntry); highScores.SortAndTrim(highScores); SaveHandler <HighScores> .Save(highScores, SaveHandler <HighScores> .SaveFileName.highScoreTable); }
public HighScores Load() { HighScores myTempHighScores; myTempHighScores = SaveHandler <HighScores> .Load(SaveHandler <HighScores> .SaveFileName.highScoreTable); if (myTempHighScores == null) { myTempHighScores = new HighScores(); myTempHighScores.highScoreEntryList = new List <HighScores.HighScoreEntry>() { new HighScores.HighScoreEntry { score = 0 }, new HighScores.HighScoreEntry { score = 0 }, new HighScores.HighScoreEntry { score = 0 }, new HighScores.HighScoreEntry { score = 0 }, new HighScores.HighScoreEntry { score = 0 }, new HighScores.HighScoreEntry { score = 0 }, new HighScores.HighScoreEntry { score = 0 }, new HighScores.HighScoreEntry { score = 0 }, new HighScores.HighScoreEntry { score = 0 }, }; SaveHandler <HighScores> .Save(myTempHighScores, SaveHandler <HighScores> .SaveFileName.highScoreTable); } return(myTempHighScores); }
private async void CheckOsuFolder() { myLogger.AddLoggerLine("checking osu folder...", Severity.Information); if (SAVE_HANDLER.IsDirectoryAvailable == false) // check if the config has the directory in it { StartupCheck sc = new StartupCheck(); string path = sc.GetDirectoryString(); if (path == "NOTFOUND") { myViewModel.OsuFolder = "Osu Folder not found...please specify manually!"; var controllerMessage = await this.ShowMessageAsync("Oops...", "Could not find your osu directory :( Please specify it manually!", MessageDialogStyle.Affirmative); } else { myViewModel.OsuFolder = path; SAVE_HANDLER.Save(myViewModel.OsuFolder); } } }
/// <summary> /// Saves the timeStamp to the saveHandler /// </summary> public void Save() { saveHandler.Save(this); }
void UpdateFollowers(UpdateFollowersMessage followersMessage) { followers += followersMessage.amountToUpdate; saveHandler.Save(this); EventBroker.Instance().SendMessage(new UpdateUIFollowersMessage(followers)); }
private static void Save_Prefix(GameV12 p_gameState) => SaveHandler.Save(p_gameState);
private void SaveInfo() { SaveHandler <GameSettingsInfo> .Save(myGameSettingsInfo, SaveHandler <GameSettingsInfo> .SaveFileName.gameSettingsInfo); }
public static void TestFileSaving() { var screen1 = new Screen { Id = 1, ScreenIntroMessage = "Wow, so this is screen 1, eh? A little barren, don't you think?", Options = new List <TextOption> { new TextOption { Id = 1, Text = "Let's spruce this place up a bit!", ShowCondition = new Condition { Type = ConditionType.HasGold, Parameter = 10 }, Actions = new List <Action> { new Action { Type = ActionType.ChangeScreen, Parameter = 2 } } }, new TextOption { Id = 2, Text = "Meh, I'm bored.", Actions = new List <Action> { new Action { Type = ActionType.EndGame } } } } }; var screen2 = new Screen { Id = 2, ScreenIntroMessage = "You bought so many nice things for the room! Too bad you can't see them...", Options = new List <TextOption> { new TextOption { Id = 1, Text = "Welp... Bye then.", Actions = new List <Action> { new Action { Type = ActionType.DisplayMessage, Parameter = "It sure was fun having you decorate my room! Goodbye!" }, new Action { Type = ActionType.EndGame } } } } }; var screens = new List <Screen>(); screens.Add(screen1); screens.Add(screen2); var saveHandler = new SaveHandler(); saveHandler.Save(screens, typeof(List <Screen>), saveHandler.ScreensFile); }
public override void onPress(string args) { saveHandler.Save(); }