Пример #1
0
    void Start()
    {
        creationManager  = GameObject.FindObjectOfType <CreationManager>();
        selectionManager = GameObject.FindObjectOfType <SelectionManager>();
        movingManager    = GameObject.FindObjectOfType <MovingManager>();

        if (EasySave.Load <bool>("isMapReset"))
        {
            isSaved = false;
            EasySave.Delete <bool>("isMapReset");
        }
    }
Пример #2
0
    // Start is called before the first frame update
    void Start()
    {
        string mapName = EasySave.Load <string>("ResetMapName");

        if (mapName != null)
        {
            GameObject.Find("Main Menu").GetComponent <MainMenu>().CreateMap();
            Spawner[] spawners = GameObject.FindObjectsOfType <Spawner>();
            foreach (var spawner in spawners)
            {
                spawner.doCreateWithCustomName = true;
                spawner.mapName = mapName;
            }
        }
        EasySave.Delete <string>("ResetMapName");
        Destroy(gameObject);
    }
Пример #3
0
    private void Awake()
    {
        //Pass whatever you want to save in the function.
        EasySave.Save("my-int", 42);
        EasySave.Save("my-class", new MyClass(231, new List <int> {
            23, 33
        }));

        //Load your values with the key as a parameter and specify the type in the <>.
        Debug.Log("Loaded int: " + EasySave.Load <int>("my-int"));
        Debug.Log("Loaded MyClass: \n" + EasySave.Load <MyClass>("my-class"));

        //Loading with default value: defaultValue is returned if the key doesn't exist.
        Debug.Log("Loaded string: \"" + EasySave.Load("key", "Default Value") + "\"");

        //Does a key exist
        Debug.Log("The key \"int-key\" exists: " + EasySave.HasKey <int>("int-key"));
        Debug.Log("The key \"my-int\" exists: " + EasySave.HasKey <int>("my-int"));

        //Delete a key and it's values
        EasySave.Delete <int>("my-int");
        Debug.Log("The key \"my-int\" has been deleted. ");
    }