Пример #1
0
        public void OnClick_ConfirmSelection()
        {
            Debug.Log($"Load scene with character data with {element} and save as character data");

            var newCharData = new CharacterData(element);

            OnSceneLoadedCharacterDataLoad.LoadedCharacterData = newCharData;
            JSONSaveManager.SaveCharacterDataFileToSelectedSlot(newCharData.Data);

            sceneLoad.StartAsyncSceneLoad();
        }
Пример #2
0
    public void OnClick_NewGameOrOpenPopup()
    {
        if (JSONSaveManager.SaveFileExists(saveSlotFileName))
        {
            savePopup.SetActive(true);
            Debug.Log("Save file already exists, overwrite?");

            return;
        }

        ActivateElementSelectionPanel();
    }
    public void OnClick_LoadIfSlotExists()
    {
        if (JSONSaveManager.SaveFileExists(saveSlotFileName))
        {
            Debug.Log("load save file logic cause save file exists yes");

            LoadSaveFile();

            return;
        }

        Debug.Log("save file is m.t.");
        saveSlotText.text = emptySaveSlotText;

        if (!downTimer.enabled)
        {
            downTimer.enabled = true;
        }
        downTimer.ResetTimer();
    }
        private void Update()
        {
            if (Keyboard.current.qKey.wasPressedThisFrame)
            {
                Debug.Log(Application.persistentDataPath);
            }

            if (Keyboard.current.spaceKey.wasPressedThisFrame)
            {
                var charData = new CharacterData(elements);

                JSONSaveManager.SaveCharacterDataFile(saveFileName, charData.Data);

                Debug.Log($"Saved: {charData.ToString()}");
            }

            if (Keyboard.current.backspaceKey.wasPressedThisFrame)
            {
                var charData = JSONSaveManager.LoadCharacterDataFile(saveFileName);

                Debug.Log($"Loaded: {charData.ToString()}");
            }
        }
    private void LoadSaveFile()
    {
        OnSceneLoadedCharacterDataLoad.LoadedCharacterData = (CharacterData)JSONSaveManager.LoadCharacterDataFile(saveSlotFileName);

        sceneLoad.StartAsyncSceneLoad();
    }