void SetAndSaveData(Collider2D col) { AutoSaveData data = new AutoSaveData( MapManagerObj.GetComponent <MapManager>().phase, getWeaponIndex(playerComb.weapons[0]), getWeaponIndex(playerComb.weapons[1]), playerComb.weapons[0].doesItHavePoisonBullet , playerComb.doesBonusMineIsActive, playerComb.weapons[0].doesItHaveDoubleShot, character.GetStats().Energy , character.GetStats().HP, character.GetStateUI().doesPlayerAlreayUseOneLife , character.GetInventory().Life, character.GetInventory().Credits , character.GetGameObject().GetComponent <Player>().didThePlayerOverComeTheArea6 , character.GetGameObject().GetComponent <Player>().justOnceTutorialRandomBtn , character.GetGameObject(). GetComponent <Player>().tierIndex, character.GetGameObject().GetComponent <Player>().meleeBtnPressedForTheFirsTime ); SaveSystem.SaveAutoSaveData(data); hubSaveData.credits = character.GetInventory().Credits; //temp SaveSystem.Savehubsavedata(hubSaveData); //temp }
private void CreateAutoSaveData() { autoSaveData = new AutoSaveData(0, 0, 0, false, false, false, /*0,*/ 0, SaveSystem.LoadStats().HP, false, 0, 0, false, false, 0, false); SaveSystem.SaveAutoSaveData(autoSaveData); //LoadAndSetPlayer(autoSaveData); Debug.Log("created new autosave data"); //Debug.Log("save file doesn`t exist, created new savedata"); }
public JsonResult AutosaveRestoringCheck([FromBody] AutoSaveData data) { return(Json(new { success = true, approvedRecordIDs = EntityObjectService.AutosaveRestoringCheck(data.RecordHeaders) })); }
public static void SaveAutoSaveData(AutoSaveData data) { BinaryFormatter formatter = new BinaryFormatter(); string path = Application.persistentDataPath + "/playerSavedata.test"; //string path2=Application.dataPath+"/savedata/autoSaveData.test"; //== This path is for testing. We should set a new path for an actual game FileStream stream = new FileStream(path, FileMode.Create); formatter.Serialize(stream, data); stream.Close(); }
void LoadAndSetPlayer(AutoSaveData data) { //1. set player position DONE GameObject spawnarea = GameObject.Find("playerSpawnphase" + (data.phase /*+ 1*/).ToString());; Log.log("data " + data.phase); character.GetGameObject().transform.position = spawnarea.transform.position; // set enemy deadcount DONE // set weapons DONE Weapon unusedparameter = character.GetInventory().Weapons[1]; Debug.Log("weapon1index=" + data.weapon1index); /*playerComb.OnChooseWeapon*/ ActivateWeapon(data.weapon1index /*, unusedparameter*/); playerComb.OnChooseWeapon2(data.weapon2index, unusedparameter); // set powerups (mostly bools) DONE if (data.MinePowerUp) { playerComb.doesBonusMineIsActive = true; } if (data.PoisonPowerUp) { playerComb.weapons[0].doesItHavePoisonBullet = true; } if (data.doubleShot) { playerComb.weapons[0].doesItHaveDoubleShot = true; } character.GetStats().SetHP(SaveSystem.LoadAutoSaveData().currenthp); // set energy DONE if (data.didThePlayerOverComeTheArea6) { character.GetGameObject().GetComponent <Player>().didThePlayerOverComeTheArea6 = true; } if (data.justOnceTutorialRandomBtn) { character.GetGameObject().GetComponent <Player>().justOnceTutorialRandomBtn = true; } character.GetGameObject().GetComponent <Player>().SetTierNum(data.tierIndex); //Debug.Log("Savefile energy=" + data.eng + "current energy=" + stats.Energy); character.GetStats().setEnergy(data.eng); character.GetGameObject().GetComponent <Player>().meleeBtnPressedForTheFirsTime = true; }
public static AutoSaveData LoadAutoSaveData() { string path = Application.persistentDataPath + "/playerSavedata.test"; //string path2=Application.dataPath+"/savedata/autoSaveData.test"; if (File.Exists(path)) { BinaryFormatter formatter = new BinaryFormatter(); FileStream stream = new FileStream(path, FileMode.Open); AutoSaveData data = formatter.Deserialize(stream) as AutoSaveData; stream.Close(); return(data); } else { Debug.LogError("Save file not found in " + path); return(null); } }
private void CreateAutoSaveData() { autoSaveData = new AutoSaveData(0, 0, 0, false, false, false, 0, SaveSystem.LoadStats().HP, false, 0, 0, false, false, 0, false); SaveSystem.SaveAutoSaveData(autoSaveData); Debug.Log("created new autosave data"); }