// Start is called before the first frame update void Awake() { pd = new playerData(); if (File.Exists(Application.streamingAssetsPath + "/PlayerData.json")) { jsonString = File.ReadAllText(Application.streamingAssetsPath + "/PlayerData.json"); } else { jsonString = ""; pd.players = new Dictionary <string, int>(); } print(jsonString); if (jsonString != "") { pd.players = JsonConvert.DeserializeObject <Dictionary <string, int> >(jsonString); print(pd.players.Count); } score = 00; timer = 120f; gameStarted = false; foreach (GameObject a in scripts) { a.SetActive(false); } }
public playerData playerDataAdress() { path = Path.Combine(Application.persistentDataPath, "playerData.json"); jsonString = File.ReadAllText(path); dataManager = JsonUtility.FromJson <playerData>(jsonString); return(dataManager); }
// Sets data.[variable] = [variable] from this script. void SetPlayerData(playerData data) { data.Username = Username; data.ExperiencePoints = ExperiencePoints; data.blocksDestroyed = blocksDestroyed; data.SelectedAbility = SelectedAbility; data.SelectedSkin = SelectedSkin; data.MissionId = MissionId; data.Leaderboard_Arcade = Leaderboard_Arcade; data.Leaderboard_BossRush = Leaderboard_BossRush; data.Leaderboard_Lucky = Leaderboard_Lucky; data.Leaderboard_FullyLoaded = Leaderboard_FullyLoaded; data.Leaderboard_Scavenger = Leaderboard_Scavenger; data.Leaderboard_Hell = Leaderboard_Hell; data.Leaderboard_FastTrack = DefaultLeaderboard_FastTrack; PlayerData.Leaderboard_Arcade = Leaderboard_Arcade; PlayerData.Leaderboard_BossRush = Leaderboard_BossRush; PlayerData.Leaderboard_Lucky = Leaderboard_Lucky; PlayerData.Leaderboard_FullyLoaded = Leaderboard_FullyLoaded; PlayerData.Leaderboard_Scavenger = Leaderboard_Scavenger; PlayerData.Leaderboard_Hell = Leaderboard_Hell; PlayerData.Leaderboard_FastTrack = Leaderboard_FastTrack; }
public void Save() { BinaryFormatter bf = new BinaryFormatter(); if (File.Exists(Application.persistentDataPath + "/PlayerInfo.dat")) { Debug.Log("YES"); FileStream file = File.Open(Application.persistentDataPath + "/PlayerInfo.dat", FileMode.Open); Debug.Log("Opened"); playerData data = new playerData(); Debug.Log("Created new playerData"); data.Score = Score; Debug.Log("Before Serialize"); bf.Serialize(file, Score); Debug.Log("After Serialize"); file.Close(); Debug.Log("Closed"); } else { Debug.Log("NO"); FileStream file = File.Create(Application.persistentDataPath + "/PlayerInfo.dat"); playerData data = new playerData(); data.Score = Score; bf.Serialize(file, Score); file.Close(); } }
public int loadLastPlane() { dataManager = playerDataAdress(); planeNumberData.planeNumber = dataManager.planeNumber; return(dataManager.planeNumber); }
public void purchase(int itemNum, int itemPrice) { dataManager = playerDataAdress(); if (dataManager.gold >= itemPrice) { purchaseState = true; // saving gold amount dataManager.gold -= itemPrice; string writeJson = JsonUtility.ToJson(dataManager); File.WriteAllText(path, writeJson); // reading purchase data purchaseManager = purchaseDataAdress(); if (itemNum == 1) { purchaseManager.firstPlane = 1; writeJson = JsonUtility.ToJson(purchaseManager); File.WriteAllText(pPath, writeJson); } } else { notEnoughGold = true; } }
public void LoadPlayer() { playerData data = SaveSystem.LoadPlayer(); totalCoins = data.coins; coinShow.SetText("Coins:{0}", totalCoins); }
// Use this for initialization void Start() { body = GetComponent <Rigidbody2D>(); data = GetComponent <playerData>(); autoShootTimer = 0; music = GetComponent <PlayerMusic>(); }
public static playerData LoadPlayer() { string path = Application.persistentDataPath + "/level.yeur"; if (File.Exists(path)) { BinaryFormatter formatter = new BinaryFormatter(); FileStream stream = new FileStream(path, FileMode.Open); try { playerData data = formatter.Deserialize(stream) as playerData; stream.Close(); Debug.Log(data.maxlevel); return(data); } finally { stream.Close(); } } else { Debug.LogError("Save file not found in " + path); return(null); } }
public void Load() { if (File.Exists(Application.persistentDataPath + "/playerData.nut")) { BinaryFormatter bf = new BinaryFormatter(); FileStream file = File.Open(Application.persistentDataPath + "/playerData.nut", FileMode.Open); playerData data = (playerData)bf.Deserialize(file); //<<<-------------LOADING DATA--------------->>> Food = data.food; Water = data.water; Honey = data.honey; storyProgress = data.storyProgress; for (int i = 0; i <= storyProgress; i++) { if (i == 0) { highlightStory(i); } else { highlightStory(i, i - 1); } } ChangeResourceText.UpdateUIResources(Food, Water, Honey); Hex a = Map.map.GetHexAt(data.q, data.r); //store q and r of hex so it can be retreived SetHex(a); //<<<-------------END OF LOADING DATA--------------->>> file.Close(); } }
public void Save() { //Assign all the values for saving _s_SFX = AudioManager.SFXVolume; _s_BGM = AudioManager.BGMVolume; BinaryFormatter bf_writer = new BinaryFormatter(); FileStream _file = File.Create(Application.persistentDataPath + _filePath); //taking data from control to put into saving class. playerData data = new playerData(); { data.monsterCount = _monsterCount; data.level = _level; data.sound_BGM = _s_BGM; data.sound_SFX = _s_SFX; data.coins = _coins; data.bossTotalTime = _bossTotalTime; data.coinMultiplier = _coinMultiplier; data.ally1Level = _ally1Level; data.ally1Cost = _ally1Cost; } //writing it to that file path bf_writer.Serialize(_file, data); _file.Close(); }
[ContextMenu("From Json Data")]//json에서 데이터로 불러오ㅇ void LoadPlayerDataFromJson() { string path = Path.Combine(Application.dataPath, "playerData.json"); //현재 유니티 프로젝트 경로에 저장 string jsonData = File.ReadAllText(path); //경로로 부터 데이터 가져옴 playerData = JsonUtility.FromJson <playerData>(jsonData); }
public void Save() { BinaryFormatter bf = new BinaryFormatter(); if(File.Exists (Application.persistentDataPath + "/PlayerInfo.dat")) { Debug.Log("YES"); FileStream file = File.Open(Application.persistentDataPath + "/PlayerInfo.dat",FileMode.Open); Debug.Log("Opened"); playerData data = new playerData(); Debug.Log("Created new playerData"); data.Score = Score; Debug.Log("Before Serialize"); bf.Serialize(file,Score); Debug.Log("After Serialize"); file.Close (); Debug.Log("Closed"); } else { Debug.Log("NO"); FileStream file = File.Create(Application.persistentDataPath + "/PlayerInfo.dat"); playerData data = new playerData(); data.Score = Score; bf.Serialize(file,Score); file.Close (); } }
// Sets variables in this script by getting data from save file. void LoadPlayerDataContents(playerData data) { Username = data.Username; ExperiencePoints = data.ExperiencePoints; blocksDestroyed = data.blocksDestroyed; SelectedAbility = data.SelectedAbility; SelectedSkin = data.SelectedSkin; MissionId = data.MissionId; Leaderboard_Arcade = data.Leaderboard_Arcade; Leaderboard_BossRush = data.Leaderboard_BossRush; Leaderboard_Lucky = data.Leaderboard_Lucky; Leaderboard_FullyLoaded = data.Leaderboard_FullyLoaded; Leaderboard_Scavenger = data.Leaderboard_Scavenger; Leaderboard_Hell = data.Leaderboard_Hell; Leaderboard_FastTrack = data.Leaderboard_FastTrack; PlayerData.Leaderboard_Arcade = Leaderboard_Arcade; PlayerData.Leaderboard_BossRush = Leaderboard_BossRush; PlayerData.Leaderboard_Lucky = Leaderboard_Lucky; PlayerData.Leaderboard_FullyLoaded = Leaderboard_FullyLoaded; PlayerData.Leaderboard_Scavenger = Leaderboard_Scavenger; PlayerData.Leaderboard_Hell = Leaderboard_Hell; PlayerData.Leaderboard_FastTrack = Leaderboard_FastTrack; }
playerData Load() { playerData pData = new playerData(); string dataJson = File.ReadAllText(dataPath); JsonUtility.FromJsonOverwrite(dataJson, pData); return(pData); }
playerData Load() { playerData pData = new playerData(); string dataJson = File.ReadAllText(Path.Combine(Application.streamingAssetsPath, "data.txt")); JsonUtility.FromJsonOverwrite(dataJson, pData); return(pData); }
// Load PlayerData main. public void LoadPlayerData() { #if !UNITY_EDITOR if (AllowLoading == true) { if (File.Exists(Application.persistentDataPath + "/" + Username + "_PlayerConfig.dat") == true) { // Opens the save data. BinaryFormatter bf = new BinaryFormatter(); FileStream file = File.Open(Application.persistentDataPath + "/" + Username + "_PlayerConfig.dat", FileMode.Open); // Processes the save data into memory. playerData data = (playerData)bf.Deserialize(file); file.Close(); LoadPlayerDataContents(data); StorePlayerDataInGame(); Debug.Log("Successfully loaded from " + Application.persistentDataPath + "/" + Username + "_PlayerConfig.dat"); } else { SavePlayerData(); } } #endif #if UNITY_EDITOR if (AllowLoading == true) { if (File.Exists(Application.persistentDataPath + "/" + Username + "_PlayerConfig_Editor.dat") == true) { // Opens the save data. BinaryFormatter bf = new BinaryFormatter(); FileStream file = File.Open(Application.persistentDataPath + "/" + Username + "_PlayerConfig_Editor.dat", FileMode.Open); // Processes the save data into memory. playerData data = (playerData)bf.Deserialize(file); file.Close(); LoadPlayerDataContents(data); StorePlayerDataInGame(); Debug.Log("Successfully loaded from " + Application.persistentDataPath + "/" + Username + "_PlayerConfig_Editor.dat"); } else { SavePlayerData(); } } #endif }
public static playerData restauraDados(string S) { byte[] bytes = Convert.FromBase64String(S); MemoryStream str = new MemoryStream(bytes); BinaryFormatter bf = new BinaryFormatter(); playerData dadosTemp = bf.Deserialize(str) as playerData; return(dadosTemp); }
public static void SavePlayer(GM gm) { BinaryFormatter bf = new BinaryFormatter(); FileStream streem = new FileStream(Application.persistentDataPath + "/Lol.abh", FileMode.Create); playerData data = new playerData(gm); bf.Serialize(streem, data); streem.Close(); }
public PlayerGetData(playerData player) { level = player.level; position = new float[3]; position[0] = player.transform.position.x; position[1] = player.transform.position.y; position[2] = player.transform.position.z; }
private void OnTriggerEnter2D(Collider2D col) { playerData col_data = col.gameObject.GetComponent <playerData>(); col_data.SetScore(5); this.gameObject.SetActive(false); GameManager.game.GetComponent <FoodSystem>().food_Unused.Enqueue(this.gameObject); }
void Awake() { Debug.Log("Save Test: " + StaticSaveFile.save); if (StaticSaveFile.save == "save") { playerData data = SaveSystem.LoadPlayer(); stage = data.stage; } else { stage = 4; } initialHealth_p = ((stage - 1) * 100f) + 400f; totalExp = ((stage - 1) * 50) + 500; currentExp = 0; initialHealth_e = ((stage - 1) * 50f) + 73f; expGained_e = 50; initialHealth_b = 100f; expGained_b = 50; totalStamina_p = ((stage - 1) * 2f) + 93f; attackDamage_p = ((stage - 1) * 20f) + 73f; stamina_p = ((stage - 1) * 4f) + 19f; regenRate_p = ((stage - 1) * 20f) + 40f; totalStamina_e = ((stage - 1) * 10f) + 400f; attackDamage_e = ((stage - 1) * 10f) + 30f; stamina_e = ((stage - 1) * 10f) + 60f; regenRate_e = ((stage - 1) * 15f) + 30f; totalStamina_b = ((stage - 1) * 500f) + 1000f; attackDamage_b = ((stage - 1) * 40f) + 80f; stamina_b = ((stage - 1) * 50f) + 120f; regenRate_b = ((stage - 1) * 20f) + 40f; currency_p = 0; current_currency = 0; saved_currency = 0; currency_e = ((stage - 1) * 10) + 10; currency_b = ((stage - 1) * 100) + 100; currentPotions = ((stage - 1) * 2) + 5; regenHealth = ((stage - 1) + 70) + 250f; currentHealth_p = initialHealth_p; currentHealth_e = initialHealth_e; currentHealth_b = initialHealth_b; currentStamina_p = totalStamina_p; currentStamina_e = totalStamina_e; currentStamina_b = totalStamina_b; liveCounter = 3; }
public bool Validate(mission m) { bool missionComplete = true; // a mission with zero tokens is always false if (m.tokens.Count <= 0) { missionComplete = false; } // for all tokens in the mission for (int i = 0; i < m.tokens.Count; i++) { // search for each one in the cache // if it is not in the cache, then abort->this mission is not complete yet bool tokenFound = false; for (int j = 0; j < missionTokens.Count; j++) { if (missionTokens[j] != null && (m.tokens[i].id == missionTokens[j].id)) { tokenFound = true; break; } } // searched the entire token cache and didn't find the mission token, so mission must be incomplete // lets abort now if (tokenFound == false) { missionComplete = false; break; } } // award points one time if mission is finished. We won't do this again because the mission's state will change // to MS_COMPLETE and we will no longer evaluate it. if (missionComplete == true) { // get the playerData and add score the player's score GameObject go = GameObject.Find("Player"); if (go == null) { go = GameObject.Find("Player1"); } if (go) { playerData pd = go.GetComponent <playerData>(); if (pd) { pd.AddScore(m.points); } } } return(missionComplete); }
private void Awake() { dataPath = Path.Combine(Application.streamingAssetsPath, "data.txt"); playerdata = Load(); highScore.text = "Highscore : " + playerdata.highScore.ToString(); updateSettings(); }
public static void guardarJugador(player Jugador) { BinaryFormatter formatter = new BinaryFormatter(); string direccion = Application.persistentDataPath + "/jugador.krg"; FileStream stream = new FileStream(direccion, FileMode.Create); playerData data = new playerData(Jugador); formatter.Serialize(stream, data); stream.Close(); }
public static void SavePlayer(Stats stats) { BinaryFormatter formatter = new BinaryFormatter(); string path = Application.persistentDataPath + "/player.savedata"; FileStream stream = new FileStream(path, FileMode.Create); playerData data = new playerData(stats); formatter.Serialize(stream, data); stream.Close(); }
public static void SavePlayer(playerController pC, upgradeMaster crM, upgradeMaster caM, upgradeMaster fM, sneakerInventory sI, upgradeMaster aCM) { BinaryFormatter formatter = new BinaryFormatter(); string path = Application.persistentDataPath + "/player.fun"; FileStream stream = new FileStream(path, FileMode.Create); playerData data = new playerData(pC, crM, caM, fM, sI, aCM); formatter.Serialize(stream, data); stream.Close(); }
public static void saveCharacterInfo(Player player) { BinaryFormatter formatter = new BinaryFormatter(); string path = Application.persistentDataPath + "/char.nfo"; FileStream stream = new FileStream(path, FileMode.Create); playerData data = new playerData(player); formatter.Serialize(stream, data); stream.Close(); }
public static void savePlayer(playerData player) { BinaryFormatter formatter = new BinaryFormatter(); string path = Application.persistentDataPath + "/player.sv"; FileStream stream = new FileStream(path, FileMode.Create); PlayerGetData data = new PlayerGetData(player); formatter.Serialize(stream, data); stream.Close(); }
public static void SavePlayer(playerController player) { BinaryFormatter formatter = new BinaryFormatter(); string path = Path.Combine(Application.persistentDataPath, "playerData.bi"); FileStream stream = new FileStream(path, FileMode.Create); playerData data = new playerData(player); formatter.Serialize(stream, data); stream.Close(); }
public void PostShoot(bool isPlayer) { playerData player1 = new playerData(); playerData player2 = new playerData(); switch (pos.current) { case 0: player1 = center; player2 = centerCPU; break; case 1: player1 = right; player2 = rightCPU; break; case 2: player1 = left; player2 = leftCPU; break; case 3: player1 = post; player2 = postCPU; break; } if (!isPlayer) { playerData temp = player1; player1 = player2; player2 = temp; } System.Random rng = new System.Random(); int contest = rng.Next(4); int chance; if (player1.postShooting >= player1.postHandle) { chance = player1.postShooting * 3 / 4; } else { chance = player1.postHandle * 3 / 4; } if (contest == 0) { chance -= player2.postD / 2; } if (rng.Next(100) < chance) { score.shoot2(isPlayer); } }
private void incomingPlayerData(playerData player) { if (player.Action == "Remove") GameWorld.GetInstance.listEntity.Find(p => p.EntityName == player.Name).KeepAliveTime = 0; // removed in next update else if (player.Action == "Online") { } else if (player.Action == "Sprite_Update" && player.Name == PlayerStore.Instance.activePlayer.Name) { PlayerSprite sprite = GameWorld.GetInstance.playerSprite; if (sprite.State.ToString() != player.spritestate || sprite.State == EntityState.Ladder || sprite.State == EntityState.Rope) { sprite.State = (EntityState)Enum.Parse(typeof(EntityState), player.spritestate); sprite.Position = new Vector2(player.PositionX, player.PositionY); //sprite.PLAYER_SPEED = 190; } else if (Math.Abs(sprite.Position.X - player.PositionX) >= 1 && Math.Abs(sprite.Position.X - player.PositionX) <= 80) // avoid lag { if (sprite.spriteEffect == SpriteEffects.None) sprite.PLAYER_SPEED += (int)(sprite.Position.X - player.PositionX) * 2; else sprite.PLAYER_SPEED -= (int)(sprite.Position.X - player.PositionX) * 2; sprite.PLAYER_SPEED = Clamp(sprite.PLAYER_SPEED, 165, 265); } else if (Math.Abs(sprite.Position.X - player.PositionX) > 80) sprite.Position = new Vector2(player.PositionX, player.PositionY); } else if (player.Name != PlayerStore.Instance.activePlayer.Name) // Networkplayer { if (GameWorld.GetInstance.listEntity.FindAll(x => x.EntityName == player.Name).Count > 0) { NetworkPlayerSprite sprite = (NetworkPlayerSprite)GameWorld.GetInstance.listEntity.Find(x => x.EntityName == player.Name); sprite.MapName = player.mapName; if (sprite.State.ToString() != player.spritestate || sprite.spriteEffect.ToString() != player.spriteEffect || ((sprite.State == EntityState.Ladder || sprite.State == EntityState.Rope) && sprite.Direction != NetworkPlayerSprite.getVector(player.direction))) { sprite.previousPosition = sprite.Position; // save previous postion sprite.PreviousState = sprite.State; // save previous state before sprite.previousDirection = sprite.Direction; // save previous direction sprite.State = (EntityState)Enum.Parse(typeof(EntityState), player.spritestate); sprite.Position = new Vector2(player.PositionX, player.PositionY); sprite.spriteEffect = (SpriteEffects)Enum.Parse(typeof(SpriteEffects), player.spriteEffect); sprite.Direction = NetworkPlayerSprite.getVector(player.direction); //sprite.PLAYER_SPEED = 190; } else if (Math.Abs(sprite.Position.X - player.PositionX) >= 1 && Math.Abs(sprite.Position.X - player.PositionX) <= 80) // avoid lag { if (sprite.spriteEffect == SpriteEffects.None) sprite.PLAYER_SPEED += (int)(sprite.Position.X - player.PositionX) * 2; else sprite.PLAYER_SPEED -= (int)(sprite.Position.X - player.PositionX) * 2; sprite.PLAYER_SPEED = Clamp(sprite.PLAYER_SPEED, 165, 265); } else if (Math.Abs(sprite.Position.X - player.PositionX) > 80) sprite.Position = new Vector2(player.PositionX, player.PositionY); } else { if (GameWorld.GetInstance.newEntity.FindAll(x => x.EntityName == player.Name).Count == 0) GameWorld.GetInstance.newEntity.Add( new NetworkPlayerSprite( player.Name, player.IP, player.PositionX, player.PositionY, player.spritename, player.spritestate, player.prevspriteframe, player.maxspriteframe, player.attackSprite, player.spriteEffect, player.mapName, player.skincol, player.facespr, player.hairspr, player.hailcol, player.armor, player.headgear, player.weapon)); } } }
private void incomingCharSelect(playerData playerdata) { bool found = false; for(int i = 0; i < PlayerStore.Instance.playerlist.Length; i++) { if (PlayerStore.Instance.playerlist[i] != null) { if (PlayerStore.Instance.playerlist[i].Name == playerdata.Name) // avoid duplicates { found = true; break; } } } if (!found) { PlayerInfo player = new PlayerInfo(); player.AccountID = playerdata.AccountID; player.CharacterID = playerdata.CharacterID; player.Name = playerdata.Name; player.skin_color = getColor(playerdata.skincol); player.faceset_sprite = playerdata.facespr; player.hair_sprite = playerdata.hairspr; player.hair_color = getColor(playerdata.hailcol); if (playerdata.armor != null) if (ItemStore.Instance.item_list.FindAll(x => x.itemName == playerdata.armor).Count > 0) player.equipment.addItem(ItemStore.Instance.item_list.Find(x => x.itemName == playerdata.armor)); if (playerdata.weapon != null) if (ItemStore.Instance.item_list.FindAll(x => x.itemName == playerdata.weapon).Count > 0) player.equipment.addItem(ItemStore.Instance.item_list.Find(x => x.itemName == playerdata.weapon)); if (playerdata.headgear != null) if (ItemStore.Instance.item_list.FindAll(x => x.itemName == playerdata.headgear).Count > 0) player.equipment.addItem(ItemStore.Instance.item_list.Find(x => x.itemName == playerdata.headgear)); PlayerStore.Instance.addPlayer(player); } }
/* public baseAmmo Ammo Type; public float Time Between Shots; public float Shot Damage; public float Shot Variation; public int Number Of Shots To Shoot; public float Accuracy; Zoomed Field Of View; Ammo To Restore On Pickup; Shot Speed; */ //public // Use this for initialization void Start() { pD = player.GetComponent<playerData>(); defaultTime = timeBetweenShots; cam = Camera.main; defaultFOV = cam.fieldOfView; defaultLocation = weaponAnchor.transform.localPosition; animator = gameObject.GetComponent<Animator>(); //inv = gameObject.GetComponent<playerInventory>(); if(ammoType == baseAmmo.LaserBolt){ usedProj = projectiles[0]; //shotSpeed = 20; shotVariation = 0.1f; } else if(ammoType == baseAmmo.Laser){ usedProj = projectiles[1]; //shotSpeed = 25; shotVariation = 0f; } else if(ammoType == baseAmmo.Bullet){ usedProj = projectiles[2]; //shotSpeed = 40; shotVariation = 0.12f; } else if(ammoType == baseAmmo.Pellet){ usedProj = projectiles[3]; //shotSpeed = 10; shotVariation = 0.2f; } else if(ammoType == baseAmmo.Missile){ usedProj = projectiles[4]; //shotSpeed = 20; shotVariation = 0.2f; } else if(ammoType == baseAmmo.GrenadePill){ usedProj = projectiles[5]; //shotSpeed = 10; shotVariation = 0.2f; } else if(ammoType == baseAmmo.Energy){ usedProj = projectiles[6]; //shotSpeed = 20; shotVariation = 0.2f; } Cursor.lockState = CursorLockMode.Locked; }