private void MineLoad() { if (GameManager.previousSceneIndex != 0) // if we load not from main menu { return; } Debug.Log("Load mine"); _chancesGenerator.LoadChances(LoadSystem.Load <ChancesData>("chances")); generateLevel.LoadLevelPrefab(LoadSystem.Load <LevelPrefabData>("level").seed); PlayerPositionData playerPositionData = LoadSystem.Load <PlayerPositionData>("player"); if (playerPositionData != null) { playerGO.transform.position = new Vector3(playerPositionData.position[0], playerPositionData.position[1], playerPositionData.position[2]); } _gridBehavior.LoadGrid(LoadSystem.Load <GridData>("grid")); oreGenerator.LoadOres(LoadSystem.Load <OresData>("ores")); _nextLevelLoadController.LoadDescent(LoadSystem.Load <DescentData>("descent")); progressBar.LoadProgressBar(LoadSystem.Load <ProgressBarData>("progressBar")); SaveBaseOnCurrentScene(); }
private void CityLoad() { Debug.Log("Load city"); _pickaxesUpgradeController.LoadIndexes(LoadSystem.Load <PickaxesUpgradeData>("shopIndexes")); MoneyUpgradesController.LoadData(LoadSystem.Load <BankData>("bank")); }
private void CityLoad() { Debug.Log("Load city"); _pickaxesUpgradeController.LoadIndexes(LoadSystem.Load <PickaxesUpgradeData>("shopIndexes")); MoneyUpgradesController.LoadData(LoadSystem.Load <BankData>("bank")); // we save city after player goes to city CitySave(); }
public void ContinuePressed() { var path = Application.persistentDataPath + "Player.data"; if (!File.Exists(path)) { return; } LoadSystem.Load(); characterSetuper.SetupCharacter(ParameterManager.Instance.characterName); MoveToTheGameScene(); }
private void GlobalLoad() { Debug.Log("Load global"); extractedOresCounter.LoadOres(LoadSystem.Load <ExtractedOresData>("extractedOres")); SinglePlayerValues.LoadData(LoadSystem.Load <PlayerValuesData>("playerValues")); GameManager.LoadIndex(LoadSystem.Load <GameManagerData>("gameManager")); Statistics.LoadData(LoadSystem.Load <StatisticsData>("statistics")); AwakeningUpgradeController.LoadData(LoadSystem .Load <AwakeningUpgradeData>("awakeningUpgrades")); }
/// <summary> /// Bound to the button OnClick event /// If not new game, tries to load the file via ILoad /// ILoad loads new scene async, waits until completed /// Sets new scene activate, then moves moves/loads objects /// Unloads scene /// <para><param name="filename"> serialized file name</param></para> /// <para><param name="saveslot"> which file slot to load</param></para> /// </summary> void Load() { // If not new game, load game if (!newgame) { bool r = SAVELOAD.Load(filename); loadSystem.Load(saveslot); // Set fileName for new games SETTINGS.saveFileName = filename; SETTINGS.saveSlot = saveslot; StartCoroutine(ILoad()); return; } // If new game, first find an open slot if (newgame) { if (!SAVELOAD.LoadFileCheck("file1.steameng")) { SETTINGS.saveFileName = "file1.steameng"; SETTINGS.saveSlot = "1"; StartCoroutine(ILoad()); return; } if (!SAVELOAD.LoadFileCheck("file2.steameng")) { SETTINGS.saveFileName = "file2.steameng"; SETTINGS.saveSlot = "2"; StartCoroutine(ILoad()); return; } if (!SAVELOAD.LoadFileCheck("file3.steameng")) { SETTINGS.saveFileName = "file3.steameng"; SETTINGS.saveSlot = "3"; StartCoroutine(ILoad()); return; } } // Default Settings for New Games SETTINGS.saveFileName = "file1.steameng"; SETTINGS.saveSlot = "1"; StartCoroutine(ILoad()); }