//切换场景时保存进度,不允许手动保存 public void SaveOnFile() { Save save = SaveManager.Instance.CreateSaveGO(); ES3.Save <Save>("SaveGame", save); Debug.Log("SaveGame"); }
public void SetEXP() { mMonsterKillCnt++; mEXP += 5; // 경험치를 로컬에 저장 ES3.Save <int>("2DP_EXP", mEXP); }
public void switchSceneAndRemoveSave(string name) { ES3.Save <Vector3>("user-v3", Vector3.zero); ES3.Save <float>("user-oxygen", 100f); ES3.Save <List <sePuedeRecojer.nombreDePiezas> >("user-ship-parts", new List <sePuedeRecojer.nombreDePiezas>()); SceneManager.LoadScene(name); }
public void Save() { // If we're using caching and we've not already cached this file, cache it. if (settings.location == ES3.Location.Cache && !ES3.FileExists(settings)) { ES3.CacheFile(settings); } if (autoSaves == null || autoSaves.Count == 0) { ES3.DeleteKey(key, settings); } else { var gameObjects = new List <GameObject>(); foreach (var autoSave in autoSaves) { // If the ES3AutoSave component is disabled, don't save it. if (autoSave.enabled) { gameObjects.Add(autoSave.gameObject); } } ES3.Save <GameObject[]>(key, gameObjects.ToArray(), settings); } if (settings.location == ES3.Location.Cache && ES3.FileExists(settings)) { ES3.StoreCachedFile(settings); } }
// Cargar mapa nuevo public void LoadMapLevel(int sceneIndex) { StartCoroutine(LoadAsynchronously(sceneIndex)); ES3.Save <int>("ScoreLevel", 0); ES3.Save <int>("TimerDragInSeconds", 0); ES3.Save <int>("ScoreInSeconds", 0); }
public void SaveGame() { ES3.Save("TotalGold", totalGameGold); ES3.Save("TotalStars", totalGameStars); for (int i = 0; i < lm.levels.Count; i++) { if (lm.levels[i].starsAcquired > 0) { ES3.Save("Level " + i + " StarsAcquired", lm.levels[i].starsAcquired); } if (lm.levels[i].goldHighScore > 0) { ES3.Save("Level " + i + " HighScore", lm.levels[i].goldHighScore); } ES3.Save("Level " + i + " FirstStarGot", lm.levels[level].firstStarGot); ES3.Save("Level " + i + " SecondStarGot", lm.levels[level].secondStarGot); ES3.Save("Level " + i + " ThirdStarGot", lm.levels[level].thirdStarGot); } for (int i = 0; i < itemUnlocks.Count; i++) { if (itemUnlocks[i] == true) { ES3.Save("Item " + i + "Unlocked", itemUnlocks[i]); } } }
public void WriteToSaveFile() { ES3.Save("Level", GameVo.CurrentLevelID); ES3.Save("Vibration", GameVo.Vibration); ES3.Save("SFX", GameVo.SFX); ES3.Save("Coin", GameVo.Coin); }
public override void Awake() { base.Awake(); animator = this.GetComponent <Animator>(); this.fCurrentHealth = this.fStartHealth; movement = this.GetComponent <CMovement>(); shooter = this.GetComponent <CShooter>(); this.flashTime = 0.25f; if (ES3.KeyExists("CurrentHealth", "Player.es3")) { fCurrentHealth = ES3.Load <float>("CurrentHealth", "Player.es3"); fMaxHealth = ES3.Load <float>("MaxHealth", "Player.es3"); shield = ES3.Load <int>("Shield", "Player.es3"); } else { ES3.Save <int>("Shield", shield, "Player.es3"); ES3.Save <float>("CurrentHealth", fCurrentHealth, "Player.es3"); ES3.Save <float>("MaxHealth", fMaxHealth, "Player.es3"); } heartUI = GameObject.Find("Heart_UI").GetComponent <CHeartUI>(); heartUI.SetHeart((int)fCurrentHealth, (int)fMaxHealth, shield); onDeath += EndGame; }
public void VerifyMainSaveFile() { OnSaveFileAccessed(); if (ES3.FileExists("main.es3")) { Debug.Log("Main save data exists."); } else { Debug.Log("Main save data does not exist."); } if (ES3.KeyExists("mostRecentStartup", "main.es3")) { Debug.Log("Welcome back! Last play session was " + ES3.Load <System.DateTime>("mostRecentStartup", "main.es3")); } ES3.Save <System.DateTime>("mostRecentStartup", System.DateTime.Now, "main.es3"); if (ES3.DirectoryExists(saveFilesDirectory)) { foreach (var filename in ES3.GetFiles(saveFilesDirectory)) { Debug.Log("Found save file: " + filename); } } else { Debug.Log("No save files exist."); } }
public void OnBtnClick() { ES3.Save <BTNType>("btn", currentType); switch (currentType) { case BTNType.newStart: SceneManager.LoadScene("Loading"); break; case BTNType.load: SceneManager.LoadScene("Loading"); break; case BTNType.sound: SceneManager.LoadScene("Setting"); break; case BTNType.quit: #if UNITY_EDITOR UnityEditor.EditorApplication.isPlaying = false; #else Application.Quit() // 어플리케이션 종료 #endif break; case BTNType.back: Debug.Log("back to the menu"); break; } }
public void SaveJson <T>(string key, T _data, string fileName) { if (_data == null) { throw new UnityException("存储对象为空!"); } ES3Settings _settings = new ES3Settings(); if (Isenscript) { _settings.encryptionType = ES3.EncryptionType.AES; _settings.encryptionPassword = secret; } if (!Directory.Exists(dirPath)) { Directory.CreateDirectory(dirPath); } if (fileName.IndexOf(".json") > -1) { fileName = fileName.Replace(".json", ""); } string jsonpath = dirPath + "/" + fileName + ".json"; _settings.format = ES3.Format.JSON; ES3.Save <T>(key, _data, jsonpath, _settings); if (IsBackUp) { ES3.CreateBackup(jsonpath, _settings); } }
public void SavePatientDataFromLocal(PatientSaveGameData data, string _login) { ES3.Save(_login, data); //var json = JsonUtility.ToJson(data); //PlayerPrefs.SetString(_login, json); }
/// <summary> /// 暗号化を介して、TempDataからSaveDataを作成。 /// </summary> static void CreateSaveData() { foreach (var pair in TempData) { ES3.Save <dynamic> (pair.Key, pair.Value, SaveSettings); } }
/// <summary> /// 清理所有物品数据 /// </summary> public void ClearAllItemData() { SaveData.Datas.Clear(); SaveData.OnceItemSaveData.Clear(); ES3.Save <InventorySaveData>(GetSaveName, SaveData); OnItemSave?.Invoke(SaveData); }
public string AddPlayer(string account) { int iPlayerId = ES3.KeyExists("IncrementPlayerID") ? ES3.Load <int>("IncrementPlayerID") + 1 : 1; ES3.Save <int>("IncrementPlayerID", iPlayerId); string sPlayerId = iPlayerId.ToString(); ES3.Save <string>(account, sPlayerId, "Account"); string filePath = string.Format("{0}/PlayerInfo", sPlayerId); ES3.Save <string>("PlayerName", sPlayerId, filePath); ES3.Save <int>("GuideStep", 0, filePath); AddHero(sPlayerId, 1006); AddHero(sPlayerId, 1020); filePath = string.Format("{0}/NormalBattle", sPlayerId); ES3.Save <int>("Coin", 0, filePath); ES3.Save <int>("CurSpawn", 0, filePath); ES3.Save <int>("CurWave", 0, filePath); ES3.Save <int>("HighestSpawn", 0, filePath); return(sPlayerId); }
private void SaveLastVideoID() { if (ConfigSettings.Instance.useLocalData) { ES3.Save <int>("lastVideoID", lastVideoID); } }
private async UniTaskVoid Start() { var token = this.GetCancellationTokenOnDestroy(); SetActiveButtons(false); await MoveTitle(token); SetActiveButtons(true); await CallActiveAnimation(true, token); var pushedButtonObservables = modeButtons.Select(x => x.OnClickAsObservable .Select(_ => x.ModeType) ); // 押されたbuttonによってゲームモードを変える pushedButtonObservables.Merge() .Do(x => ES3.Save <ModeType>(SaveDataKeys.ModeType, x, SaveDataPaths.PuzzleDataPath)) .Select(x => new GameInfo(x)) .Subscribe(x => MoveScene(x, token).ToObservable()) .AddTo(this); // 前回のデーターを読み込んで途中から開始 if (continueButton.gameObject.activeSelf) { continueButton.OnClickAsObservable .Select(_ => new ContinueGameInfo( ES3.Load <ModeType>(SaveDataKeys.ModeType, SaveDataPaths.PuzzleDataPath), ES3.Load <int>(SaveDataKeys.PreviousScore, SaveDataPaths.PuzzleDataPath), ES3.Load <List <TileInfo> >(SaveDataKeys.TileDataList, SaveDataPaths.PuzzleDataPath))) .Subscribe(x => MoveScene(x, token).ToObservable()) .AddTo(this); } }
public void Save() { ES3.Save <bool>("hasDoubleJump", hasDoubleJump); ES3.Save <bool>("hasAirDash", hasAirDash); ES3.Save <bool>("hasDashBomb", hasDashBomb); ES3.Save <bool>("hasGun", hasGun); }
public void Clear() { ES3.Save("Level", 0); ES3.Save("Vibration", true); ES3.Save("SFX", true); ES3.Save("Coin", 100); }
public void Load() { if (ES3.FileExists("SaveData")) { if (ES3.KeyExists("PlayerData", "SaveData")) { ES3.LoadInto <PlayerData>("PlayerData", "SaveData", this); Debug.Log("PlayerDataLoaded " + ", HealthLevel: " + HealthLevel + ", FireRateLevel: " + FireRateLevel + ", BulletDamageLevel:" + BulletDamageLevel + ", BulletNumLevel: " + BulletNumLevel + ", AttractorLevel: " + AttractorLevel + ", Sp: " + Sp); } } else { HealthLevel = 1; FireRateLevel = 1; BulletDamageLevel = 1; BulletNumLevel = 1; AttractorLevel = 1; Sp = 0; ES3.Save <PlayerData>("PlayerData", this, "SaveData"); Debug.Log("SaveData File Not found, PlayerData key created and loaded default values"); } }
/* * This is called whenever the application is quit. * This is where we will save our data. */ void OnApplicationQuit() { // Save the number of created prefabs there are. ES3.Save <int>(id + "count", prefabInstances.Count); // Save our Transforms. ES3.Save <List <Transform> >(id, prefabInstances); }
public void Save(string saveFile) { _autoSaveFile = saveFile; var gameManager = FindObjectOfType <GameManager>(); ES3.Save("game manager", gameManager.CaptureState(), saveFile); if (gameManager.InCombat()) { var combatManager = FindObjectOfType <CombatManager>(); ES3.Save("combat manager", combatManager.CaptureState(), saveFile); } var travelManager = FindObjectOfType <TravelManager>(); ES3.Save("travel manager", travelManager.CaptureState(), saveFile); ES3.Save("day info", $"DAY {travelManager.CurrentDayOfTravel}, {travelManager.Party.Size} Companions", saveFile); ES3.Save("datetime info", DateTime.Now.ToString(CultureInfo.CurrentCulture), saveFile); var encounterManager = FindObjectOfType <EncounterManager>(); ES3.Save("encounter manager", encounterManager.CaptureState(), saveFile); }
public void OnDisable() { ES3.Save <int>("playerWoodCount", m_currentWoodCount); ES3.Save <int>("playerCoalCount", m_currentCoalCount); ES3.Save <int>("playerJambonBoursinCount", m_currentJambonBoursinCount); ES3.Save <int>("playerCrewCount", m_currentCrewCount); }
public void NormalBattleSaveCurSpawn(string playerId, int curSpawn) { string filePath = string.Format("{0}/NormalBattle", playerId); ES3.Save <int>("CurSpawn", curSpawn, filePath); SyncCurSpawn(curSpawn); NormalBattleSaveCurWave(playerId, 0); filePath = string.Format("{0}/NormalBattle", playerId); if (curSpawn > ES3.Load <int>("HighestSpawn", filePath)) { ES3.Save <int>("HighestSpawn", curSpawn, filePath); ConfigTable tbl = ConfigData.GetValue("NormalTask_Client"); if (tbl.m_Data.ContainsKey(curSpawn.ToString())) { ConfigRow row = tbl.GetRow(curSpawn.ToString()); switch (row.GetValue("Type")) { case "1": { int heroId = int.Parse(row.GetValue("Value")); AddHero(playerId, heroId); SyncHero(playerId, heroId); break; } } SyncBattleTask(curSpawn); } } }
public void OnClick() { //Debug.Log(songPos); //Debug.Log(Mathf.Abs(nextBeatTime - songPos)); //Debug.Log(Mathf.Abs(pastBeatTime - songPos)); if (!finished.activeInHierarchy) { if (Mathf.Abs(nextBeatTime - songPos) > Mathf.Abs(pastBeatTime - songPos)) { diff = pastBeatTime - songPos; //Debug.Log("past" + diff); } else { diff = nextBeatTime - songPos; } offDisplay.text = (diff * 1000).ToString("F0") + " ms"; diffSum += diff; clickCount++; countDisplay.text = clickCount.ToString() + "/30"; calibrationOffset = diffSum / clickCount; if (clickCount == 30) { ES3.Save("inputOffset", calibrationOffset); finished.GetComponent <OffsetDisplay>().UpdateRec(); finished.SetActive(true); } } }
public void NormalBattleSaveCurWave(string playerId, int curWave) { string filePath = string.Format("{0}/NormalBattle", playerId); ES3.Save <int>("CurWave", curWave, filePath); SyncCurWave(curWave); }
public void SetResolution(int resolutionIndex) { Resolution resolution = resolutions[resolutionIndex]; Screen.SetResolution(resolution.width, resolution.height, Screen.fullScreen); ES3.Save("ResolutionIndex", resolutionIndex); }
public void NormalBattleSaveHighestSpawn(string playerId, int highestSpawn) { string filePath = string.Format("{0}/NormalBattle", playerId); ES3.Save <int>("HighestSpawn", highestSpawn, filePath); SyncHighestSpawn(highestSpawn); }
public override void Enter() { // Get FSMVariables objects required based on whether the user wants to save local variables, global variables or both. var variableLists = new List <FsmVariables>(); if (saveFsmVariables.Value) { variableLists.Add(Fsm.Variables); } if (saveGlobalVariables.Value) { variableLists.Add(FsmVariables.GlobalVariables); } var dict = new Dictionary <string, object>(); foreach (var variableList in variableLists) { foreach (var fsmVariable in variableList.GetAllNamedVariables()) { dict.Add(fsmVariable.Name, fsmVariable.RawValue); } } ES3.Save <Dictionary <string, object> >(key.Value, dict, GetSettings()); }
public void SaveStatus() { bool[] status = new bool[2] { isHaving, isUsing }; ES3.Save <bool[]>("paletteItemStatus_" + paletteName, status); }