Exemplo n.º 1
0
    public void LoadExportData()
    {
        /*
         * generates a save string as export data
         * and places it in the export field
         */

        if (exportField == null)
        {
            Log.Warn("No 'export field' defined.", this);
            return;
        }

        if (exportSettings == null)
        {
            Log.Warn("No 'export settings button'.", this);
            return;
        }

        Log.Print("Exporting save data.", this);

        string save_data = "";

        if (exportSettings.isOn == true)
        {
            Save save = new Save();

            save.music_volume  = PlayerPrefs.GetFloat("music_volume").ToString();
            save.sound_volume  = PlayerPrefs.GetFloat("sound_volume").ToString();
            save.speech_volume = PlayerPrefs.GetFloat("speech_volume").ToString();

            save.lvls_unlocked = PlayerPrefs.GetInt("lvls_unlocked").ToString();

            save.lvl1_timer  = PlayerPrefs.GetString("lvl1_timer");
            save.lvl2_timer  = PlayerPrefs.GetString("lvl2_timer");
            save.lvl3_timer  = PlayerPrefs.GetString("lvl3_timer");
            save.lvl4_timer  = PlayerPrefs.GetString("lvl4_timer");
            save.lvl5_timer  = PlayerPrefs.GetString("lvl5_timer");
            save.lvl6_timer  = PlayerPrefs.GetString("lvl6_timer");
            save.lvl7_timer  = PlayerPrefs.GetString("lvl7_timer");
            save.lvl8_timer  = PlayerPrefs.GetString("lvl8_timer");
            save.lvl9_timer  = PlayerPrefs.GetString("lvl9_timer");
            save.lvl10_timer = PlayerPrefs.GetString("lvl10_timer");

            save_data = JsonUtility.ToJson(save);
        }
        else
        {
            SaveNoSettings save = new SaveNoSettings();

            save.lvls_unlocked = PlayerPrefs.GetInt("lvls_unlocked").ToString();

            save.lvl1_timer  = PlayerPrefs.GetString("lvl1_timer");
            save.lvl2_timer  = PlayerPrefs.GetString("lvl2_timer");
            save.lvl3_timer  = PlayerPrefs.GetString("lvl3_timer");
            save.lvl4_timer  = PlayerPrefs.GetString("lvl4_timer");
            save.lvl5_timer  = PlayerPrefs.GetString("lvl5_timer");
            save.lvl6_timer  = PlayerPrefs.GetString("lvl6_timer");
            save.lvl7_timer  = PlayerPrefs.GetString("lvl7_timer");
            save.lvl8_timer  = PlayerPrefs.GetString("lvl8_timer");
            save.lvl9_timer  = PlayerPrefs.GetString("lvl9_timer");
            save.lvl10_timer = PlayerPrefs.GetString("lvl10_timer");

            save_data = JsonUtility.ToJson(save);
        }

        // encode with base64
        byte[] bytesToEncode = Encoding.UTF8.GetBytes(save_data);
        save_data = System.Convert.ToBase64String(bytesToEncode);

        // encrypt the save data
        save_data = Cipher.Encrypt(save_data, encoding_pass_phrase);

        exportField.text = save_data;
    }
Exemplo n.º 2
0
    public void ImportSave()
    {
        /*
         * imports a save text from the 'import save' text field
         * and loads the settings/progress data into player prefs
         */

        string save_data = importField.text;

        try {
            // decrypt string
            save_data = Cipher.Decrypt(save_data, encoding_pass_phrase);

            // decode base64
            byte[] decodedBytes = System.Convert.FromBase64String(save_data);
            save_data = Encoding.UTF8.GetString(decodedBytes);
        }
        catch (System.Exception e) {
            Log.Warn($"Could not import save data: {e}", this);

            // load error message
            errorMessage.gameObject.SetActive(true);
            errorMessage.alpha        = 1;
            errorMessage.interactable = true;

            return;
        }

        // test if settings had been exported as well
        bool exported_settings = Regex.IsMatch(save_data, "music_volume");

        Log.Print($"Importing save data {(exported_settings ? " with export settings" : "")}.", this);

        // convert JSON string back to object
        if (exported_settings)
        {
            Save save = new Save();
            save = JsonUtility.FromJson <Save>(save_data);

            PlayerPrefs.SetFloat("music_volume", float.Parse(save.music_volume));
            PlayerPrefs.SetFloat("sound_volume", float.Parse(save.sound_volume));
            PlayerPrefs.SetFloat("speech_volume", float.Parse(save.speech_volume));

            saveInPlayerPrefs(save.lvls_unlocked, new string[10] {
                save.lvl1_timer, save.lvl2_timer, save.lvl3_timer, save.lvl4_timer, save.lvl5_timer,
                save.lvl6_timer, save.lvl7_timer, save.lvl8_timer, save.lvl9_timer, save.lvl10_timer
            });

            VolumeController.Instance.loadPlayerPrefs();
        }
        else
        {
            SaveNoSettings save = new SaveNoSettings();
            save = JsonUtility.FromJson <SaveNoSettings>(save_data);

            saveInPlayerPrefs(save.lvls_unlocked, new string[10] {
                save.lvl1_timer, save.lvl2_timer, save.lvl3_timer, save.lvl4_timer, save.lvl5_timer,
                save.lvl6_timer, save.lvl7_timer, save.lvl8_timer, save.lvl9_timer, save.lvl10_timer
            });
        }

        void saveInPlayerPrefs(string lvls_unlocked, string[] timers)
        {
            /*
             * saves the given progress settings in player prefs
             */

            // add amount of levels that were unlocked
            PlayerPrefs.SetInt("lvls_unlocked", System.Int32.Parse(lvls_unlocked));

            // go through all timer values and add them to player prefs
            for (int i = 0; i < 10; i++)
            {
                // test if timer has proper format
                if (timerIsInRightFormat(timers[i]))
                {
                    PlayerPrefs.SetString("lvl" + (i + 1) + "_timer", timers[i]);
                }
                else
                {
                    // if format is wrong, set default timer
                    PlayerPrefs.SetString("lvl" + (i + 1) + "_timer", def_timer);
                }
            }
        }

        LevelManager.Instance.LoadLevelProgess();

        // reset 'import save' input field
        importField.text = "";

        // load 'successful import' message
        successMessage.gameObject.SetActive(true);
        successMessage.alpha        = 1;
        successMessage.interactable = true;
    }