public static void Load() { PlayerManager.instance.player.transform.position = ES2.Load <Vector3>(folder + "Player.dat?tag=position"); PlayerManager.instance.player.transform.rotation = ES2.Load <Quaternion>(folder + "Player.dat?tag=rotation"); PlayerManager.instance.player.GetComponent <PlayerStats>().currentHealth = ES2.Load <int>(folder + "Player.dat?tag=health"); AchievementData.instance.Achievements = ES2.LoadList <AchievementMeta>(folder + "Player.dat?tag=achievements"); }
// If the events loader file exists, load the events with their names void LoadEvents() { if (ES2.Exists("eventGameObjects.txt?tag=eventTransforms" + SaveManager.currentProjID) && ES2.Exists("eventGameObjects.txt?tag=eventNames" + SaveManager.currentProjID)) { List <Transform> eventTransforms = new List <Transform>(); eventTransforms = ES2.LoadList <Transform>("eventGameObjects.txt?tag=eventTransforms" + SaveManager.currentProjID); List <string> eventTexts = new List <string>(); eventTexts = ES2.LoadList <string>("eventGameObjects.txt?tag=eventNames" + SaveManager.currentProjID); for (int i = 0; i < eventTransforms.Count; i++) { // Apply the loaded positions of the events GameObject tempEvents = Instantiate(eventsPicture, eventTransforms[i].transform.position, Quaternion.identity) as GameObject; tempEvents.transform.SetParent(eventsParent.transform); AddAnEvent.events.Add(tempEvents); // Apply the loaded names of the events GameObject tempNames = Instantiate(nameObject, new Vector3(eventTransforms[i].transform.position.x, eventTransforms[i].transform.position.y + 0.1f, eventTransforms[i].transform.position.z), Quaternion.identity) as GameObject; tempNames.transform.SetParent(tempEvents.transform); tempNames.GetComponent <TextMesh>().text = eventTexts[i]; tempNames.transform.localScale = new Vector3(5f, 5f, 1f); } } }
// Load the project objects that will be used to open a saved project public void LoadProjectsIdsNNames() { if (ES2.Exists("projects.txt?tag=lastID" + currentProjID) && ES2.Exists("projects.txt?tag=ids" + currentProjID) && ES2.Exists("projects.txt?tag=projectNames" + currentProjID)) { LoadManager.lastID = ES2.Load <int>("projects.txt?tag=lastID" + currentProjID); List <int> ids = new List <int>(); List <string> projectNames = new List <string>(); ids = ES2.LoadList <int>("projects.txt?tag=ids" + currentProjID); projectNames = ES2.LoadList <string>("projects.txt?tag=projectNames" + currentProjID); for (int i = 0; i < ids.Count; i++) { GameObject tempProject = Instantiate(projectObject); tempProject.transform.SetParent(projectsParent.transform); tempProject.transform.localScale = new Vector3(1f, 1f, 1f); tempProject.GetComponent <LoadManager>().ownID = ids[i]; tempProject.transform.FindChild("InputField").FindChild("Placeholder").GetComponent <Text>().text = projectNames[i]; if (projectNames[i].Length == 0) { tempProject.transform.FindChild("InputField").FindChild("Placeholder").GetComponent <Text>().text = "Empty Project"; } } } }
public void LoadArrayList() { if (!isProxyValid()) { return; } string _tag = uniqueTag.Value; if (string.IsNullOrEmpty(_tag)) { _tag = Fsm.GameObjectName + "/" + Fsm.Name + "/arraylist/" + reference.Value; } ES2Settings loadSettings = new ES2Settings(); if (loadFromResources.Value) { loadSettings.saveLocation = ES2Settings.SaveLocation.Resources; } List <string> source = ES2.LoadList <string>(saveFile.Value + "?tag=" + _tag); Log("Loaded from " + saveFile.Value + "?tag=" + uniqueTag); proxy.arrayList.Clear(); foreach (string element in source) { proxy.arrayList.Add(PlayMakerUtils.ParseValueFromString(element)); } Finish(); }
public static void Load() { EasySaveLoadManager.Instance.savedScenes = ES2.LoadList <string>(folder + "Scenes.dat?tag=loadedScenes"); foreach (string scene in ES2.LoadList <string>(folder + "Scenes.dat?tag=loadedScenes")) { Debug.Log("Saved " + scene); } }
void ReloadPickups() { if (!ES2.Exists("pickups")) { return; } pickupIndices = ES2.LoadList <int>("pickups"); MapGeneration.instance.UpdatePickedUpPickups(pickupIndices); }
public List <int> LoadAnsweredQNumbers(string topicName) { List <int> answeredQNos = new List <int>(); if (ES2.Exists("svt.txt?tag=answeredQNos" + topicName)) { answeredQNos = ES2.LoadList <int>("svt.txt?tag=answeredQNos" + topicName); } return(answeredQNos); }
internal static void AddSaveFlag() { if (ES2.Exists(SavePath + "?tag=Bumper_RearTightness") && ES2.Exists(SavePath + "?tag=Bumper_RearBolts", setting)) { MopSaveData save = new MopSaveData(); save.rearBumperTightness = ES2.Load <float>(SavePath + "?tag=Bumper_RearTightness", setting); save.rearBumperBolts = ES2.LoadList <string>(SavePath + "?tag=Bumper_RearBolts", setting); ModSave.Save(mopSavePath, save); } }
// Load the T and X lines with their names void LoadTXLines() { if (ES2.Exists("tLineGameObjects.txt?tag=tLineNames" + SaveManager.currentProjID) && ES2.Exists("xLineGameObjects.txt?tag=xLineNames" + SaveManager.currentProjID) && ES2.Exists("xLineGameObjects.txt?tag=xLineNames" + SaveManager.currentProjID) && ES2.Exists("tLineGameObjects.txt?tag=tLineNameTransforms" + SaveManager.currentProjID) && ES2.Exists("xLineGameObjects.txt?tag=xLineNameTransforms" + SaveManager.currentProjID)) { List <string> tLineTexts = new List <string>(); tLineTexts = ES2.LoadList <string>("tLineGameObjects.txt?tag=tLineNames" + SaveManager.currentProjID); List <Transform> tNameTransforms = new List <Transform>(); tNameTransforms = ES2.LoadList <Transform>("tLineGameObjects.txt?tag=tLineNameTransforms" + SaveManager.currentProjID); List <Transform> xLineTransforms = new List <Transform>(); xLineTransforms = ES2.LoadList <Transform>("xLineGameObjects.txt?tag=xLineTransforms" + SaveManager.currentProjID); List <string> xLineTexts = new List <string>(); xLineTexts = ES2.LoadList <string>("xLineGameObjects.txt?tag=xLineNames" + SaveManager.currentProjID); List <Transform> xNameTransforms = new List <Transform>(); xNameTransforms = ES2.LoadList <Transform>("xLineGameObjects.txt?tag=xLineNameTransforms" + SaveManager.currentProjID); for (int i = 0; i < xLineTransforms.Count; i++) { GameObject txParent = new GameObject(); // Make a GameObject that will contain its T and X axis txParent.name = "txParent"; // Apply T line Info float xLineZRot = xLineTransforms[i].eulerAngles.z; GameObject tempTLine = Instantiate(tLineObject, xLineTransforms[i].position, Quaternion.Euler(0, 0, 90 - xLineZRot)) as GameObject; tempTLine.transform.parent = txParent.transform; tempTLine.transform.localScale = xLineTransforms[i].transform.localScale; AddXandTAxis.linesT.Add(tempTLine); GameObject tempTLineNames = Instantiate(nameObject, tNameTransforms[i].position, Quaternion.identity) as GameObject; tempTLineNames.transform.SetParent(tempTLine.transform); tempTLineNames.GetComponent <TextMesh>().text = tLineTexts[i]; tempTLineNames.transform.localScale = tNameTransforms[i].localScale; tempTLineNames.transform.rotation = tempTLine.transform.rotation; // Apply X Line Info GameObject tempXLine = Instantiate(xLineObject, xLineTransforms[i].position, xLineTransforms[i].rotation) as GameObject; tempXLine.transform.parent = txParent.transform; tempXLine.transform.localScale = xLineTransforms[i].transform.localScale; AddXandTAxis.linesX.Add(tempXLine); GameObject tempXLineNames = Instantiate(nameObject, xNameTransforms[i].position, Quaternion.identity) as GameObject; tempXLineNames.transform.SetParent(tempXLine.transform); tempXLineNames.GetComponent <TextMesh>().text = xLineTexts[i]; tempXLineNames.transform.localScale = xNameTransforms[i].localScale; tempXLineNames.transform.rotation = tempXLine.transform.rotation; txParent.transform.SetParent(txParentsParent.transform); } } }
public List <string> GetSaveList(string modelName) { if (ES2.Exists(Application.dataPath + "/save.txt?tag=" + modelName)) { List <string> loadStringList = ES2.LoadList <string> (Application.dataPath + "/save.txt?tag=" + modelName); return(loadStringList); } else { return(null); } }
private void LoadEnemyKillStats() { _enemyKillStats = new List <EnemyKillStat>(); if (ES2.Exists(_enemyKillStatsKey, _fileSettings)) { _enemyKillStats = ES2.LoadList <EnemyKillStat>(_enemyKillStatsKey, _fileSettings); } //For a new session, we want to take the session kills and store them into last session _enemyKillStats.ForEach(ks => ks.KillsLastSession = ks.KillsThisSession); //then we want to start the kills for this session at 0. _enemyKillStats.ForEach(ks => ks.KillsThisSession = 0); }
public void LoadData() { itemTittles = ES2.LoadList <string>(dataFile + "?tag=itemTittles"); itemSprites = ES2.LoadList <string>(dataFile + "?tag=itemSprites"); itemNumsMax = ES2.LoadList <int>(dataFile + "?tag=itemNumsMax"); itemUnlockAt = ES2.LoadList <int>(dataFile + "?tag=itemUnlockAt"); itemPrices = ES2.LoadList <int>(dataFile + "?tag=itemPrices"); graph_1 = ES2.LoadList <float>(dataFile + "?tag=graph_1"); graph_2 = ES2.LoadList <float>(dataFile + "?tag=graph_2"); graph_3 = ES2.LoadList <float>(dataFile + "?tag=graph_3"); graph_4 = ES2.LoadList <float>(dataFile + "?tag=graph_4"); graph_5 = ES2.LoadList <float>(dataFile + "?tag=graph_5"); avility = ES2.LoadList <string>(dataFile + "?tag=avility"); colorRange = ES2.LoadList <float>(dataFile + "?tag=colorRange"); numbering = new int[colorRange.Count]; }
public void loadFromFile() { memories = ES2.LoadList <MemoryObject>("merky.txt?tag=memories"); gameStates = ES2.LoadList <GameState>("merky.txt?tag=states"); //Scenes List <SceneLoader> rsls = ES2.LoadList <SceneLoader>("merky.txt?tag=scenes"); foreach (SceneLoader sl in sceneLoaders) //actually loaded scene loaders { foreach (SceneLoader rsl in rsls) //read in scene loaders { if (rsl != null && sl.sceneName == rsl.sceneName) { sl.lastOpenGameStateId = rsl.lastOpenGameStateId; Destroy(rsl); break; } } } }
void Load() { if (!myGOD.loadGame) { return; } string loadPath = GOD_Memory.rootFolder + "god"; // UnityEngine.Debug.Log("load path= " + loadPath); if (!ES2.Exists(loadPath)) { return; } loadPath += "?tag=" + "god"; myGOD.currentSkulls = ES2.Load <int>(loadPath + "skullCurrency"); myGOD.ownedLamina = ES2.LoadList <string>(loadPath + "ownedLamina"); }
public void LoadPostit() { if (loaded) { return; } loaded = true; postitAmount = ES2.Load <int>("amount"); positions = ES2.LoadList <Vector3>("positions"); colors = ES2.LoadList <string>("colors"); titlesF = ES2.LoadList <string>("titlesF"); //titlesR = ES2.LoadList<string>("titlesR"); //titlesB = ES2.LoadList<string>("titlesB"); //titlesL = ES2.LoadList<string>("titlesL"); valuesR = ES2.LoadList <int>("valuesR"); valuesB = ES2.LoadList <int>("valuesB"); valuesL = ES2.LoadList <int>("valuesL"); for (int i = 0; i < postitAmount; i++) { switch (colors[i]) { case "Yellow": GameObject py = Instantiate(yellowCube, positions[i], Quaternion.identity); Attributes ay = py.GetComponent <Attributes>(); ay.newNameF = titlesF[i]; ay.valueR = valuesR[i]; ay.valueB = valuesB[i]; ay.valueL = valuesL[i]; break; case "Pink": GameObject pp = Instantiate(pinkCube, positions[i], Quaternion.identity); Attributes ap = pp.GetComponent <Attributes>(); ap.newNameF = titlesF[i]; ap.valueR = valuesR[i]; ap.valueB = valuesB[i]; ap.valueL = valuesL[i]; break; case "Blue": GameObject pb = Instantiate(blueCube, positions[i], Quaternion.identity); Attributes ab = pb.GetComponent <Attributes>(); ab.newNameF = titlesF[i]; ab.valueR = valuesR[i]; ab.valueB = valuesB[i]; ab.valueL = valuesL[i]; break; case "Green": GameObject pg = Instantiate(greenCube, positions[i], Quaternion.identity); Attributes ag = pg.GetComponent <Attributes>(); ag.newNameF = titlesF[i]; ag.valueR = valuesR[i]; ag.valueB = valuesB[i]; ag.valueL = valuesL[i]; break; } } }
public void loadFromFile() { memories = ES2.LoadList <MemoryObject>("merky.txt?tag=memories"); gameStates = ES2.LoadList <GameState>("merky.txt?tag=states"); }
void AffichageAutomatique() { //Affichage des suites if (ES2.Exists("count")) { //On charge le booléen correspondant à la scène (choisi ou non) LoadValueScenes(); //Si on a enregistré le nombre de scène, on lance la boucle if (ES2.Exists("numScenes")) { //on enregistre le nombre de scène numScenes = ES2.LoadList <int>("numScenes"); //on enregistre le nombre de scènes chargées int range = ES2.Load <int>("count"); //on ne doit pas aller au delà du nombre de scène if (numScenes.Count - 1 >= range) { //On lance l'affichage automatique en fonction des scènes déjà lancées switch (ES2.Load <int>("count")) { case 1: if (scene3) { if (scene4) { chemin1to2(); } else if (scene5) { chemin1to3(); } else if (scene6) { chemin1to4(); } else if (scene7) { chemin1to5(); } else if (scene8) { chemin1to6(); } else if (scene9) { chemin1to7(); } else if (scene10) { chemin1to8(); } } else if (scene4) { if (scene5) { chemin2to3(); } else if (scene6) { chemin2to4(); } else if (scene7) { chemin2to5(); } else if (scene8) { chemin2to6(); } else if (scene9) { chemin2to7(); } else if (scene10) { chemin2to8(); } } else if (scene5) { if (scene6) { chemin3to4(); } else if (scene7) { chemin3to5(); } else if (scene8) { chemin3to6(); } else if (scene9) { chemin3to7(); } else if (scene10) { chemin3to8(); } } else if (scene6) { if (scene7) { chemin4to5(); } else if (scene8) { chemin4to6(); } else if (scene9) { chemin4to7(); } else if (scene10) { chemin4to8(); } } else if (scene7) { if (scene8) { chemin5to6(); } else if (scene9) { chemin5to7(); } else if (scene10) { chemin5to8(); } } else if (scene8) { if (scene9) { chemin6to7(); } else if (scene10) { chemin6to8(); } } break; case 2: if (scene4) { if (scene5) { chemin2to3(); } else if (scene6) { chemin2to4(); } else if (scene7) { chemin2to5(); } else if (scene8) { chemin2to6(); } else if (scene9) { chemin2to7(); } else if (scene10) { chemin2to8(); } } else if (scene5) { if (scene6) { chemin3to4(); } else if (scene7) { chemin3to5(); } else if (scene8) { chemin3to6(); } else if (scene9) { chemin3to7(); } else if (scene10) { chemin3to8(); } } else if (scene6) { if (scene7) { chemin4to5(); } else if (scene8) { chemin4to6(); } else if (scene9) { chemin4to7(); } else if (scene10) { chemin4to8(); } } else if (scene7) { if (scene8) { chemin5to6(); } else if (scene9) { chemin5to7(); } else if (scene10) { chemin5to8(); } } else if (scene8) { if (scene9) { chemin6to7(); } else if (scene10) { chemin6to8(); } } break; case 3: if (scene5) { if (scene6) { chemin3to4(); } else if (scene7) { chemin3to5(); } else if (scene8) { chemin3to6(); } else if (scene9) { chemin3to7(); } else if (scene10) { chemin3to8(); } } else if (scene6) { if (scene7) { chemin4to5(); } else if (scene8) { chemin4to6(); } else if (scene9) { chemin4to7(); } else if (scene10) { chemin4to8(); } } else if (scene7) { if (scene8) { chemin5to6(); } else if (scene9) { chemin5to7(); } else if (scene10) { chemin5to8(); } } else if (scene8) { if (scene9) { chemin6to7(); } else if (scene10) { chemin6to8(); } } break; case 4: if (scene6) { if (scene7) { chemin4to5(); } else if (scene8) { chemin4to6(); } else if (scene9) { chemin4to7(); } else if (scene10) { chemin4to8(); } } else if (scene7) { if (scene8) { chemin5to6(); } else if (scene9) { chemin5to7(); } else if (scene10) { chemin5to8(); } } else if (scene8) { if (scene9) { chemin6to7(); } else if (scene10) { chemin6to8(); } } break; case 5: if (scene7) { if (scene8) { chemin5to6(); } else if (scene9) { chemin5to7(); } else if (scene10) { chemin5to8(); } } else if (scene8) { if (scene9) { chemin6to7(); } else if (scene10) { chemin6to8(); } } break; case 6: if (scene8) { if (scene9) { chemin6to7(); } else if (scene10) { chemin6to8(); } } break; default: break; } } } } }