Пример #1
0
    public void LoadSettingsFromSavedData(StandaloneSavedData sData)
    {
        if (sData == null)
        {
            // new game data
            ResetSettings();
            Debug.Log("SETTINGS: Error loading StandaloneSavedData, creating new settings.");
        }
        else
        {
            SettingsVersion = sData.SettingsVersion;
            Users           = sData.Users;
            ChangeUser(sData.CurrentUser);

            User.Name               = sData.CurrentUser;
            User.AvatarId           = sData.AvatarId;
            User.CurrentLevelNumber = sData.CurrentLevelNumber;
            User.LevelsCompleted    = sData.LevelsCompleted;

            // options
            User.MusicVolume            = sData.MusicVolume;
            User.SoundVolume            = sData.SoundVolume;
            User.LastTrack              = sData.LastTrack;
            User.DontShowExitGameWindow = sData.DontShowExitGameWindow;
            User.Alarms = sData.Alarms;

            Debug.Log("SETTINGS: Loaded successfully.");
        }
        sData = null;
    }
Пример #2
0
    /// <summary>
    /// Loads user data from Unity's PlayerPrefs
    /// </summary>
    public void Load()
    {
        Debug.Log("SETTINGS: Start Loading");

        if (PlayerPrefs.HasKey(Consts.APP_SHORTNAME))
        {
            Debug.Log("SETTINGS: Loading from local device...");
            string rawStringBinaryData = PlayerPrefs.GetString(Consts.APP_SHORTNAME);
            StandaloneSavedData standaloneSavedData = null;
            try
            {
                string decompressedJSON = GZipHelper.Decompress(rawStringBinaryData);
                standaloneSavedData = JsonUtility.FromJson <StandaloneSavedData>(decompressedJSON);
            }
            catch (Exception ex)
            {
                Debug.Log("SETTING: Error parsing local saved settings object.\n" + ex.Message);
            }
            LoadSettingsFromSavedData(standaloneSavedData);
        }
        else
        {
            Debug.Log("SETTINGS: No saved settings found. Creating new settings.");
            ResetSettings();
            Save();
            Load();
        }
    }
Пример #3
0
    /// <summary>
    /// Saves user data to Unity's PlayerPrefs
    /// </summary>
    public void Save(bool isExitSave = false)
    {
        StandaloneSavedData sData = new StandaloneSavedData();

        sData.SettingsVersion    = SettingsVersion;
        sData.Users              = Users;
        sData.CurrentUser        = User.Name;
        sData.AvatarId           = User.AvatarId;
        sData.CurrentLevelNumber = User.CurrentLevelNumber;
        sData.LevelsCompleted    = User.LevelsCompleted;

        // options
        sData.MusicVolume            = User.MusicVolume;
        sData.SoundVolume            = User.SoundVolume;
        sData.LastTrack              = User.LastTrack;
        sData.DontShowExitGameWindow = User.DontShowExitGameWindow;
        sData.Alarms = User.Alarms;

        string json = GZipHelper.Compress(JsonUtility.ToJson(sData));

        PlayerPrefs.SetString(Consts.APP_SHORTNAME, json);
        Debug.Log("SETTINGS: Saving to local device.");
        PlayerPrefs.SetInt("SettingsVersion", SettingsVersion);
        PlayerPrefs.Save();
    }
Пример #4
0
 public void LoadSettingsFromSavedData(StandaloneSavedData sData)
 {
     if (sData == null)
     {
         // new game data
         ResetSettings();
         //FINAL Debug.Log("SETTINGS: Error loading StandaloneSavedData, creating new settings.");
     }
     else
     {
         if (sData.SettingsVersion != Consts.APP_VERSION)
         {
             ResetSettings();
         }
         else
         {
             if (sData.SettingsVersion > Consts.APP_VERSION)
             {
                 Debug.LogError("New version avialable. Please update the application.");
                 //TODO: Application.Quit();
             }
             while (sData.SettingsVersion < Consts.APP_VERSION) // update to actual version
             {
                 UpgradeSavedData(ref sData);
             }
             User = sData.User;
             ApplyUser();
             //FINAL Debug.Log("SETTINGS: Loaded successfully.");
         }
     }
 }
Пример #5
0
 void UpgradeSavedData(ref StandaloneSavedData data)
 {
     //TODO: Зробити апгрейд данних, якщо треба
     //if (data.SettingsVersion < 82)
     //{
     //    Debug.Log("XX->82");
     //    data.SettingsVersion = 82;
     //}
 }
Пример #6
0
    /// <summary>
    /// Saves user data to Unity's PlayerPrefs
    /// </summary>
    public void Save(bool isExitSave = false)
    {
        StandaloneSavedData sData = new StandaloneSavedData();

        sData.User            = User;
        sData.SettingsVersion = Consts.APP_VERSION;
        string json = GZipHelper.Compress(JsonUtility.ToJson(sData));

        PlayerPrefs.SetString(Consts.PROJECT_NAME, json);
        //FINAL Debug.Log("SETTINGS: Saving to local device.");
        PlayerPrefs.SetInt("SettingsVersion", Consts.APP_VERSION); //SettingsVersion);
        PlayerPrefs.Save();
    }