void OnEnable() { npd = ds.GetComponent <NetworkPlayersData> (); pd = npd.localPd; PhotonNetwork.offlineMode = PlayerPrefs.GetInt("Single") == 1 ? true : false; if (PhotonNetwork.offlineMode) { PhotonNetwork.CreateRoom(null); } PhotonNetwork.automaticallySyncScene = true; if (PhotonNetwork.connected) { lobbyname.text = PhotonNetwork.room.name; startBtn.SetActive(PhotonNetwork.isMasterClient); myPlayer = PhotonNetwork.Instantiate("Entity/PLayers/TavernPlayer", Vector3.zero, transform.rotation, 0); DontDestroyOnLoad(myPlayer); if (PhotonNetwork.isMasterClient) { npd.Add(pd); PlaceTavernPlayers(); } else { sendDataToMaster(); } } else { lobbyname.text = PhotonNetwork.connectionStateDetailed.ToString(); startBtn.SetActive(false); } showNames(); }
public MainWindowViewModel() { PlayersData = new PlayersData(); OnPropertyChanged("PlayersData"); InitNewGame(); }
// Use this for initialization void Start() { GameObject ds = GameObject.Find("PlayersData"); npd = ds.GetComponent <NetworkPlayersData> (); pd = npd.localPd; if (gameObject.GetComponent <PhotonView> ().isMine) { name = pd.data ["name"].ToString(); cls = pd.data ["class"].ToString(); //Item weapon = pd.data["weapon"] as Item; weaponType = pd.CurentWeapon.type; weaponName = pd.CurentWeapon.itName; prefs = pd.CurentWeapon.prefs; weaponSprite = Resources.Load("Sprites/" + pd.CurentWeapon.image, typeof(Sprite)) as Sprite; SpawnWeapon(); } else { PlayersData otherPd = npd.Get(gameObject.GetComponent <PhotonView> ().owner.name); name = otherPd.data ["name"].ToString(); cls = otherPd.data ["class"].ToString(); weaponType = otherPd.CurentWeapon.type; weaponName = otherPd.CurentWeapon.itName; prefs = otherPd.CurentWeapon.prefs; weaponSprite = Resources.Load("Sprites/" + otherPd.CurentWeapon.image, typeof(Sprite)) as Sprite; SpawnWeapon(); } }
////Method to load game data from a binary file public void Load() { SceneManager.sceneLoaded += loaded; if (File.Exists(Application.persistentDataPath + "/PlayerData.dat")) { BinaryFormatter bf = new BinaryFormatter(); FileStream file = File.Open(Application.persistentDataPath + "/PlayerData.dat", FileMode.Open); PlayersData data = (PlayersData)bf.Deserialize(file); scene = data.scene; charName = data.charName; inv = data.inv; equip = data.equip; UnityEngine.SceneManagement.SceneManager.LoadSceneAsync(scene, LoadSceneMode.Single); maxHP = data.maxHP; maxMP = data.maxMP; maxDmg = data.maxDmg; maxArm = data.maxArm; //health = data.health; //experience = data.experience; file.Close(); } }
private void Awake() { LoadingScreen.Ctx loadCtx = new LoadingScreen.Ctx { prefabView = loadingScreenView, }; _loadingScreen = new LoadingScreen(loadCtx); //Create SceneLoader object SceneLoader.Ctx loaderCtx = new SceneLoader.Ctx { onStorySceneLoaded = OnSceneLoaded, onRunSceneLoaded = OnRunSceneLoaded, hideLoadingScreen = _loadingScreen.HideLoadingScreen, showLoadingScreen = _loadingScreen.ShowLoadingScreen, }; _sceneLoader = new SceneLoader(loaderCtx); //Load Story Scene _sceneLoader.LoadStoryScene(); //Creating Analitics System _analiticsCore = new AnaliticsCore(); //Create PlayerData object _playersData = new PlayersData(); _iapCore = new IAPCore(); }
private IEnumerator GetPlayersData() { Debug.Log("We are connected, now getting players data"); WWWForm form2 = new WWWForm(); form2.AddField("myform_hash", hash); //add your hash code to the field myform_hash, check that this variable name is the same as in PHP file form2.AddField("myform_email", ConnectionInfosObject.GetComponent <ConnectionInfo>().myPlayersData.playerEmail); using (WWW w = new WWW(website + getPlayerDataUrl, form2)) { yield return(w); if (w.error != null) { Debug.Log(w.error); //if there is an error, tell us } else { Debug.Log("getplayersdata function is ok"); getPlayerText = w.text; Debug.Log("php: " + getPlayerText); PlayersData loadedData = JsonUtility.FromJson <PlayersData>(getPlayerText); ConnectionInfosObject.GetComponent <ConnectionInfo>().myPlayersData = loadedData; w.Dispose(); //clear our form in game SceneManager.LoadScene("main_scene", LoadSceneMode.Single); } } }
public void Load() { PlayersData loadedData = JsonUtility.FromJson <PlayersData>(jsonData); for (int i = 0; i < loadedData.LevelReached; i++) { Levels.GetInstance.myLevels[i].passed = true; } levelsHighScores = loadedData.LevelsHighScore; PlayFabManager.GetInstance.getCurrency(); // sets the currency "GEMS" and "LIVES" from PlayFab. LastPlayedLevel = loadedData.lastPlayedLevel; boosters = new Dictionary <string, int>(); PlayFabManager.GetInstance.getInventoryFromPlayFab(); //string[] tokens = loadedData.items.Split(new char[] { ':', ',' }, <-- used for making a dictionary from a string. // StringSplitOptions.RemoveEmptyEntries); //for (int i = 0; i < tokens.Length; i += 2) //{ // string name = tokens[i]; // string freq = tokens[i + 1]; // // Parse the int (this can throw) // int count = int.Parse(freq); // // Filling in the value in the sorted dictionary // if (boosters.ContainsKey(name)) // { // boosters[name] += count; // } // else // { // boosters.Add(name, count); // } //} }
/// <summary> /// 尝试获得角色物品管理器 /// </summary> /// <param name="id">角色id</param> /// <returns>角色物品管理器</returns> public RookiesGoods_PlayerData Try2GetPlayer(int id) { RookiesGoods_PlayerData player = null; PlayersData.TryGetValue(id, out player); return(player); }
public void Load() { username = user.text; nameOfFile = user.text + "_" + pass.text; user.text = ""; pass.text = ""; saveFilePath = Path.Combine(Application.persistentDataPath, nameOfFile + ".txt"); string jsonString; if (File.Exists(saveFilePath)) { jsonString = File.ReadAllText(saveFilePath); Debug.Log("user already exists"); } else { playerData = new PlayersData(); playerData.name_pass = nameOfFile; playerData.name = username; jsonString = JsonUtility.ToJson(playerData); File.WriteAllText(saveFilePath, jsonString); Debug.Log("creating new one"); Save(); } playerData = JsonUtility.FromJson <PlayersData>(jsonString); SetGreeting(); manager.LoadHS(); }
// add 1 to turnIndex and call UpdateTurnText() which visually updates the turn textblock private void NextTurn() { turnIndex = (turnIndex + 1) % PlayersData.Count(); SuspectsListViewOverview.SelectedIndex = 0; WeaponsListViewOverview.SelectedIndex = 0; RoomsListViewOverview.SelectedIndex = 0; UpdateTurnText(); }
public int CompareTo(PlayersData t) { if (t == null) { return(1); } return(-this.hostEmp.GetTotalForWeek(weeks).CompareTo(t.hostEmp.GetTotalForWeek(weeks))); }
/// <summary> /// 注册角色 /// </summary> /// <param name="player">角色物品管理器</param> public void RegisterPlayer(RookiesGoods_PlayerData player) { if (PlayersData.ContainsKey(player.PlayerId)) { throw new ArgumentException("以存在角色ID"); } PlayersData.Add(player.PlayerId, player); }
public ActionResult Create(CreatePlayerViewModel player) { var newPlayer = new Player(player.Name); Players.Add(newPlayer); PlayersData.PersistPlayer(newPlayer); return(Redirect("~/Players")); }
//called after every time user pressed public void UpdateMatrixData(InputData _inputData, PlayersData _playerData) { matrixGrid[_inputData.buttonRow, _inputData.buttonColumn].isOccupied = true; matrixGrid[_inputData.buttonRow, _inputData.buttonColumn].CurrentPlayerID = _playerData.PlayerID; matrixGrid[_inputData.buttonRow, _inputData.buttonColumn].buttonImage.sprite = _playerData.assignedSprite; matrixGrid[_inputData.buttonRow, _inputData.buttonColumn].associatedButton.interactable = false; Debug.Log("you win =" + CheckForWinning()); }
public void Save() { string savingBoostsInString = GetLine(boosters); PlayersData data = new PlayersData(Lives, SeeMaxLevel(), levelsHighScores, Gems, LastPlayedLevel, savingBoostsInString); jsonData = JsonUtility.ToJson(data); PlayFabManager.GetInstance.SaveUserData(); }
void AddPlayersData(object[] data) { PlayersData loadedPd = new PlayersData(data); npd.Add(loadedPd); if (PhotonNetwork.isMasterClient) { UpdatePlayersData(); } }
private void AddButton_Click(object sender, RoutedEventArgs e) { // make sure there is something in the text box, before adding it to the players if (PlayerInputBox.Text != "" && PlayersListView.Items.Count < 6) { PlayersData.Add(PlayerInputBox.Text); PlayerInputBox.Text = ""; // clear the input box ErrorText.Visibility = Visibility.Hidden; // hide the error message } }
//Jugadoras public static void SavePlayers(Manager m) { BinaryFormatter bf = new BinaryFormatter(); FileStream stream = new FileStream(Application.persistentDataPath + "/players.sav", FileMode.Create); PlayersData data = new PlayersData(m); bf.Serialize(stream, data); stream.Close(); }
public void Load(BitBuffer bitBuffer) { time = bitBuffer.GetFloat(); int playerCount = bitBuffer.GetInt(); for (int i = 0; i < playerCount; i++) { PlayerData playerData = new PlayerData(); playerData.Load(bitBuffer); PlayersData.Add(playerData); } }
/// <summary> /// Called when the Load Button is pressed and load the saved map and configurations /// </summary> public void LoadGame() { Time.timeScale = 1f; PlayersData data = SaveLoad.LoadSystem(); if (data != null) { // Get loaded scene and activate the configure load SaveLoad.loading = true; SceneManager.LoadScene(data.sceneIndex); } }
/// <summary> /// static function that performs the saving process, from current /// it builds a PlayersData object and serializes it in a persistent data path /// </summary> public static void SaveSystem(KnightControler knight, DragonControler dragon, TimerControler timerControler) { BinaryFormatter formatter = new BinaryFormatter(); string path = Application.persistentDataPath + "/savefile.fun"; FileStream stream = new FileStream(path, FileMode.Create); PlayersData data = new PlayersData(knight, dragon, timerControler); formatter.Serialize(stream, data); stream.Close(); }
void Start() { GameObject ds = GameObject.Find("PlayersData"); npd = ds.GetComponent <NetworkPlayersData> (); pd = npd.localPd; GameObject myPlayer = PhotonNetwork.Instantiate("Entity/Players/Player", transform.position, transform.rotation, 0); PlayerControl pc = myPlayer.GetComponent <PlayerControl> (); pc.enabled = true; myPlayer.transform.FindChild("CamMover").gameObject.SetActive(true); pc.checkpoint = transform; }
private void DeleteButton_Click(object sender, RoutedEventArgs e) { // make sure "Me" isn't selected if (PlayersListView.SelectedIndex != 0) { // remove selected from playersdata, select last element, then focus back // (for convenience in case user wants to delete all of them quickly) PlayersData.RemoveAt(PlayersListView.SelectedIndex); PlayersListView.SelectedIndex = PlayersData.Count - 1; PlayersListView.Focus(); } }
void OnCollisionEnter2D(Collision2D collision) { playersData = new PlayersData(); if (FinalScore.finalScore > GameState.playerHigh) { tempScore = FinalScore.finalScore; } else { tempScore = GameState.playerHigh; } player = new Player { score = FinalScore.finalScore, isAir = FinalScore.air, isRoad = FinalScore.road, isTrain = FinalScore.train, isWater = FinalScore.water, isSki = FinalScore.ski, highScore = tempScore, coins = GameState.playerCoins, trainUnlocked = GameState.isTrainUnlocked, airUnlocked = GameState.isAirUnlocked, waterUnlocked = GameState.isWaterUnlocked, skiUnlocked = GameState.isSkiUnlocked, isLoaded = true }; playersData.Players.Add(player); ResourceHelper.SaveToPersistentData("gamestate.json", playersData); this.gameObject.GetComponent <SpriteRenderer>().color = Color.black; restartButton = FindInActiveObjectByTag("Restart"); restartButton.SetActive(true); //scoreScript = myText.GetComponent<Scorer>(); //print(FinalScore.finalScore); textScore.text = FinalScore.finalScore.ToString(); myHighScore.text = player.highScore.ToString(); if (FinalScore.road || FinalScore.water || FinalScore.train) { deathEffect.SetActive(true); } //deathEffect.SetActive(true); Destroy(rb); // speed = 0f; // this.gameObject.GetComponent<Rigidbody2D>().velocity = Vector3.zero; }
private void ShowHighScoresList(string data) { HighScoresListNames.text = ""; HighScoresListNames.alignment = TextAnchor.MiddleLeft; PlayersData playersData = JsonUtility.FromJson <PlayersData>(data); playersData.playerDataList.Sort((p1, p2) => Convert.ToInt32(p1.score).CompareTo(Convert.ToInt32(p2.score))); playersData.playerDataList.Reverse(); for (int i = 0; i < playersData.playerDataList.Count && i < MAX_HIGH_SCORES; i++) { HighScoresListNames.text += (i + 1) + ".\t" + playersData.playerDataList[i].name + '\n'; HighScoresListScores.text += playersData.playerDataList[i].score + '\n'; } }
//Method to save game data as a binary file to help //curb game save alteration public void Save() { //Finds player object pi = GameObject.FindGameObjectWithTag("Player").GetComponent <PlayerInventory>(); //Check if file exists if (File.Exists(Application.persistentDataPath + "/PlayerData.dat")) { // Delete it. File.Delete(Application.persistentDataPath + "/PlayerData.dat"); } BinaryFormatter bf = new BinaryFormatter(); FileStream file = File.Create(Application.persistentDataPath + "/PlayerData.dat"); inv = new List <int>(); PlayersData data = new PlayersData(); invTemp = pi.inventory.GetComponent <Inventory>().ItemsInInventory; for (int i = 0; i < invTemp.Count; i++) { inv.Add(invTemp [i].itemID); } data.maxHP = pi.maxHealth; data.maxMP = pi.maxMana; data.maxDmg = pi.maxDamage; data.maxArm = pi.maxArmor; data.inv = inv; equipTemp = pi.characterSystem.GetComponent <Inventory>().ItemsInInventory; for (int i = 0; i < equipTemp.Count; i++) { equip.Add(equipTemp [i].itemID); } data.equip = equip; data.scene = UnityEngine.SceneManagement.SceneManager.GetActiveScene().name; data.charName = charName; //int gold; bf.Serialize(file, data); file.Close(); }
internal void LoadPlayers() { var players = PlayersData.ToList(); foreach (var user in NetworkUser.readOnlyInstancesList) { var player = players.FirstOrDefault(el => el.steamId == user.Network_id.steamId.value); if (player == null) { continue; } players.Remove(player); player.LoadPlayer(user); } }
/// <summary> /// When the scene is load, the characters are put in the latest configuration and the timer start from the latest save /// </summary> void Awake() { if (SaveLoad.loading) { SaveLoad.loading = false; PlayersData data = SaveLoad.LoadSystem(); knight.transform.localPosition = new Vector3(data.positionKnight[0], data.positionKnight[1], data.positionKnight[2]); knight.transform.localScale = new Vector3(data.scaleKnight[0], data.scaleKnight[1], data.scaleKnight[2]); dragon.transform.localPosition = new Vector3(data.positionDragon[0], data.positionDragon[1], data.positionDragon[2]); dragon.transform.localScale = new Vector3(data.scaleDragon[0], data.scaleDragon[1], data.scaleDragon[2]); timerControler.SetStartTime(data.timer); } else { timerControler.SetStartTime(Time.time); } }
private async void OnRepresentationSelected(object sender, EventArgs e) { flpPlayers.Controls.Clear(); var cbox = sender as ComboBox; //favoriteRep instead of chosen favoriteRepresentation = cbox.SelectedItem as Representation; Utilities.SaveDataToFile(new RepresentationSaveFile(favoriteRepresentation, ChampionshipType), Properties.Settings.Default.Representation_Filepath); PlayersData = await RepresentationRepo.GetPlayers(favoriteRepresentation.FifaCode); PlayersData.Sort(); FillFLPPlayers(); }
private void LoadGameData() { string filePath = Application.dataPath + _gameDataFileName; if (File.Exists(filePath)) { string dataAsJson = File.ReadAllText(filePath); _playersData = JsonUtility.FromJson <PlayersData>(dataAsJson); } else { _playersData = new PlayersData { playerDataList = new List <PlayerData>() }; } }
public int CompareTo(PlayersData t) { if (t == null) return 1; return -this.hostEmp.GetTotalForWeek(weeks).CompareTo(t.hostEmp.GetTotalForWeek(weeks)); }
void SavePlayersData(PlayersData data) { data.time = GetTime(); data.score = CalcScore(); saver.SendMessage("SavePlayersScores", data); }
void SavePlayersData(PlayersData data) { data.name = PlayerName; data.mode = GameState; data.bounceBack.SendMessage("SavePlayersData", data); }
void SavePlayersData(PlayersData data) { print("bouncing to world"); World.SendMessage("SavePlayersData", data); }
public void SavePlayersScores(PlayersData data) { //update high scores switch (data.mode) { case 1: //Arcade Score { LevelData tempData = LoadLevel(data.levelNumber); List<ArcadeScores> scores = new List<ArcadeScores>(); scores.Add(new ArcadeScores(data.name, data.score)); for (int i = 0; i < 10; i++) { scores.Add(tempData.Arcade_Scores[i]); } scores.Sort((l1, l2) => (int)(l2.score - l1.score)); scores.RemoveAt(scores.Count - 1); tempData.Arcade_Scores = scores.ToArray(); SaveLevel(tempData, data.levelNumber); break; } case 2: //Free Play Time { LevelData tempData = LoadLevel(data.levelNumber); List<FreePlayTimes> times = new List<FreePlayTimes>(); times.Add(new FreePlayTimes(data.name, data.time)); for (int i = 0; i < 10; i++) { times.Add(tempData.Free_Play_Times[i]); } times.Sort((l1, l2) => l1.time.CompareTo(l2.time)); times.RemoveAt(times.Count - 1); tempData.Free_Play_Times = times.ToArray(); SaveLevel(tempData, data.levelNumber); break; } default: break; } }