public static SessionSaveData Instance() { if (gameSessionData == null) { gameSessionData = new SessionSaveData(); } return(gameSessionData); }
//Creating some default data public void CreatData() { // Debug.Log("Create"); for (int countryCount = 0; countryCount < dynamicCountryCount; countryCount++) //country { //creating a country data class where all state and cities data will be there CountryData countryDataClass = new CountryData(); //Directly putting the country name as per indexing if (countryCount == 0) { countryDataClass._Cntname = "INDIA"; } if (countryCount == 1) { countryDataClass._Cntname = "GERMANY"; } if (countryCount == 2) { countryDataClass._Cntname = "JAPAN"; } //creating a list of states in country object countryDataClass.sTATEs = new List <StateData>(); for (int stateCount = 0; stateCount <= dynamicStateCount; stateCount++) //state { //Creating a state object in this country object StateData sTATE = new StateData(); //Name on the basis of state index sTATE._stateName = "STATE_" + stateCount.ToString(); //creating the object of the list of city sTATE.cityList = new List <string>(); countryDataClass.sTATEs.Add(sTATE); //Creating a list of cities for this state for (int cityCount = 0; cityCount <= dynamicCityCount; cityCount++) //City { string cityName = "CITY_" + cityCount.ToString(); sTATE.cityList.Add(cityName); } } //adding the country data to a dictionary as countryName is key SessionSaveData.Instance().allDataDict.Add(countryDataClass._Cntname, countryDataClass); } }
private void Start() { // Debug.Log ("START in UI"); //loading the data from session data SessionSaveData.Instance().Load(); //Assigning the button in all country button for (int i = 0; i < countryPanel.childCount; i++) //country button panel { int index = i; Debug.Log(index + " i= " + i + " list " + SessionSaveData.Instance().allDataClassObject.structList.Count); Button button = countryPanel.GetChild(index).GetComponent <Button>(); button.onClick.RemoveAllListeners(); button.onClick.AddListener(() => { //Updatng the states data according to country selected UpdateStateData(SessionSaveData.Instance().allDataClassObject.structList[index], index); }); } }
void Awake() { //deciding length of country state and cities Which can be changed anytime dynamicCountryCount = 3; dynamicStateCount = 9; dynamicCityCount = 9; //Creating some default data if there is not JSON data for country state and cities // if (SessionSaveData.Instance ().allDataDict.Count == 0) // { // CreatData (); // SessionSaveData.Instance ().Save (); // } //Loading the JSON file to game from storage // SessionSaveData.Instance ().Load (); if (SessionSaveData.Instance().allDataDict.Count == 0) { CreatData(); } SessionSaveData.Instance().Save(); }