Пример #1
0
    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;
        }
    }
Пример #2
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 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);
     }
 }
Пример #3
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    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);
    }
Пример #4
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    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);
    }
Пример #5
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    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;
    }
Пример #6
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    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);
    }
Пример #7
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    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>();
    }
Пример #8
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    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");
        }
    }
Пример #9
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    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();
        }
    }
Пример #10
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    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();
        }
    }
Пример #11
0
 void LoadSystemInfo()
 {
     _swapJson             = GameUtils.LoadConfig <SwapTowerJson>("SwapTowersSystem.json", GameUtils.CONFIG_PATH + "SwapTowerSystem/");
     _triggerToConcequence = GameUtils.LoadConfig <GenericListJsonLoader <SwapTowerTypeToConsequenceJson> >("TriggerToConsequence.json", GameUtils.CONFIG_PATH + "SwapTowerSystem/");
 }
Пример #12
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 public LevelEventLoader()
 {
     _weatherEventList     = GameUtils.LoadConfig <GenericListJsonLoader <WeatherEventItem> >("WeatherEvents.json");
     _environmentEventList = GameUtils.LoadConfig <GenericListJsonLoader <EnvironmentEventItem> >("EnvironmentEvents.json");
 }
 public LevelNodesLoader()
 {
     _levelNodeList = GameUtils.LoadConfig <GenericListJsonLoader <LevelInfo> >(jsonName);
 }
Пример #14
0
 public WorldsManager(User u)
 {
     _user       = u;
     _worldsJson = GameUtils.LoadConfig <GenericListJsonLoader <WorldItem> >("WorldsInfo.json");
 }