public User(GameManager gameManager) { _deviceId = SystemInfo.deviceUniqueIdentifier; _gameManager = gameManager; _levelProgressManager = new LevelProgressManager(_gameManager); _inventory = new Inventory(_gameManager); var coinsSaved = SaveSystem.Load <GenericListJsonLoader <int> >(SaveSystem.CURRENCY_SAVE_NAME); if (coinsSaved == null) { var genList = new GenericListJsonLoader <int> { list = new List <int>() { _currency } }; SaveSystem.Save(genList, SaveSystem.CURRENCY_SAVE_NAME); OnCurrencyChanged(_currency); } else if (coinsSaved.list.Count > 0) { Currency = coinsSaved.list[0]; } else { Currency = 1; } }
public void ForceWinAllLevels() { _lvlProgressList = new GenericListJsonLoader <LevelProgress>(); _lvlProgressList.list = new List <LevelProgress>(); foreach (var item in _gameManager.LevelInfoLoader.LevelInfoList.list) { LevelStarted(item.id); LevelEnded(item.id, true, 3); } }
GenericListJsonLoader <string> CreateNewSquadOrderData() { GenericListJsonLoader <string> list = new GenericListJsonLoader <string>(); list.list = new List <string>(); //list.list.Add(MinionType.Runner.ToString()); no se agregan mas minions al principio SaveSystem.Save(list, SaveSystem.SQUAD_ORDER_SAVE_NAME); return(list); }
GenericListJsonLoader <MinionBoughtDef> CreateNewBoughtDefData() { var list = new GenericListJsonLoader <MinionBoughtDef>(); list.list = new List <MinionBoughtDef>(); var runner = CreateMinionDefInstance(MinionType.Runner); list.list.Add(runner); SaveSystem.Save(list, _pathToMinionsSaved); return(list); }
public LevelProgressManager(GameManager gameManager) { _lvlProgressList = SaveSystem.Load <GenericListJsonLoader <LevelProgress> >(SaveSystem.LEVEL_PROGRESS_SAVE_NAME); if (_lvlProgressList == null || _lvlProgressList.list == null) { _lvlProgressList = new GenericListJsonLoader <LevelProgress>(); _lvlProgressList.list = new List <LevelProgress>();//have to init this because other scripts are using it. Save(); } _gameManager = gameManager; }
GenericListJsonLoader <MinionBoughtDef> CreateNewBoughtDefData() { var list = new GenericListJsonLoader <MinionBoughtDef>(); list.list = new List <MinionBoughtDef>(); /* * var runner = CreateMinionDefInstance(MinionType.Runner); * list.list.Add(runner);*/ SaveSystem.Save(list, SaveSystem.SQUAD_ORDER_SAVE_NAME); return(list); }
void Awake() { DontDestroyOnLoad(this); _tutorialGroupsConfig = GameUtils.LoadConfig <GenericListJsonLoader <TutorialGroup> >("TutorialsConfig.json"); _tutoSaveDef = SaveSystem.Load <TutorialSaveDef>(SaveSystem.TUTORIAL_SAVE_NAME); if (_tutoSaveDef == null) { _tutoSaveDef = new TutorialSaveDef(); SaveSystem.Save(_tutoSaveDef, SaveSystem.TUTORIAL_SAVE_NAME); } tutorialGroupsDone = new List <string>(); }
public Inventory() { _pathToMinionsSaved = Path.Combine(Application.persistentDataPath, MINIONS_SAVE_NAME); _minionsBoughts = SaveSystem.Load <GenericListJsonLoader <MinionBoughtDef> >(_pathToMinionsSaved); if (_minionsBoughts == null) { _minionsBoughts = CreateNewBoughtDefData(); Debug.Log("New saveFile created"); } else { Debug.Log("There was a file already saved"); } }
public void SetUpgradeItems(MinionBoughtDef boughtInfo, MinionsStatsCurrencyDef statsCurrency , GenericListJsonLoader <BaseMinionStat> minionStats) { _boughtInfo = boughtInfo; _statsCurrency = statsCurrency; _minionStats = minionStats; if (_list == null || _list.Count == 0) { GenerateItemsFromScratch(); } else { ReloadItems(); } }
public Inventory(GameManager gm) { _gm = gm; _minionsBoughts = SaveSystem.Load <GenericListJsonLoader <MinionBoughtDef> >(SaveSystem.MINIONS_SAVE_NAME); _squadMinionsOrder = SaveSystem.Load <GenericListJsonLoader <string> >(SaveSystem.SQUAD_ORDER_SAVE_NAME); if (_minionsBoughts == null) { _minionsBoughts = CreateNewBoughtDefData(); } if (_squadMinionsOrder == null) { _squadMinionsOrder = CreateNewSquadOrderData(); } }
void LoadSystemInfo() { _swapJson = GameUtils.LoadConfig <SwapTowerJson>("SwapTowersSystem.json", GameUtils.CONFIG_PATH + "SwapTowerSystem/"); _triggerToConcequence = GameUtils.LoadConfig <GenericListJsonLoader <SwapTowerTypeToConsequenceJson> >("TriggerToConsequence.json", GameUtils.CONFIG_PATH + "SwapTowerSystem/"); }
public LevelEventLoader() { _weatherEventList = GameUtils.LoadConfig <GenericListJsonLoader <WeatherEventItem> >("WeatherEvents.json"); _environmentEventList = GameUtils.LoadConfig <GenericListJsonLoader <EnvironmentEventItem> >("EnvironmentEvents.json"); }
public LevelNodesLoader() { _levelNodeList = GameUtils.LoadConfig <GenericListJsonLoader <LevelInfo> >(jsonName); }
public WorldsManager(User u) { _user = u; _worldsJson = GameUtils.LoadConfig <GenericListJsonLoader <WorldItem> >("WorldsInfo.json"); }