// 顯示暫停 public void ShowGamePause(AchievementSaveData SaveData) { m_EnemyKilledCountText.text = string.Format("目前殺敵數總合:{0}", SaveData.EnemyKilledCount); m_SoldierKilledCountText.text = string.Format("目前我方單位陣亡總合:{0}", SaveData.SoldierKilledCount); m_StageLvCountText.text = string.Format("最高關卡數:{0}", SaveData.StageLv); Show(); }
// 顯示暫停 public void ShowGamePause( AchievementSaveData SaveData ) { m_EnemyKilledCountText.text = string.Format("目前殺敵數總合:{0}",SaveData.EnemyKilledCount); m_SoldierKilledCountText.text = string.Format("目前我方單位陣亡總合:{0}",SaveData.SoldierKilledCount); m_StageLvCountText.text = string.Format("最高關卡數:{0}",SaveData.StageLv); Show(); }
// 取回存档 private AchievementSaveData LoadData() { AchievementSaveData OldData = new AchievementSaveData(); OldData.LoadData(); m_AchievementSystem.SetSaveData(OldData); return(OldData); }
private AchievementSaveData LoadData() { AchievementSaveData oldData = new AchievementSaveData(); oldData.LoadData(); achievementSystem.SetSaveData(oldData); return(oldData); }
//产生磁盘数据 public AchievementSaveData CreateSaveData() { AchievementSaveData saveData = new AchievementSaveData(); saveData.EnemyKilledCount = Mathf.Max(enemyKilledCounts, lastSaveData.EnemyKilledCount); saveData.WeaponCollection = Mathf.Max(weaponCollections, lastSaveData.WeaponCollection); saveData.TrapTriggeringCount = Mathf.Max(trapTriggeringCounts, lastSaveData.TrapTriggeringCount); return(saveData); }
// 产生存档 public AchievementSaveData CreateSaveData() { AchievementSaveData SaveData = new AchievementSaveData(); // 设定新的高分者 SaveData.EnemyKilledCount = Mathf.Max(m_EnemyKilledCount, m_LastSaveData.EnemyKilledCount); SaveData.SoldierKilledCount = Mathf.Max(m_SoldierKilledCount, m_LastSaveData.SoldierKilledCount); SaveData.StageLv = Mathf.Max(m_StageLv, m_LastSaveData.StageLv); return(SaveData); }
// 產生存檔 public AchievementSaveData CreateSaveData() { AchievementSaveData SaveData = new AchievementSaveData(); // 設定新的高分者 SaveData.EnemyKilledCount = Mathf.Max (m_EnemyKilledCount,m_LastSaveData.EnemyKilledCount); SaveData.SoldierKilledCount = Mathf.Max (m_SoldierKilledCount,m_LastSaveData.SoldierKilledCount); SaveData.StageLv = Mathf.Max (m_StageLv,m_LastSaveData.StageLv); return SaveData; }
/// <summary> /// 复制(潜拷贝) /// </summary> protected override void toShadowCopy(BaseData data) { if (!(data is AchievementSaveData)) { return; } AchievementSaveData mData = (AchievementSaveData)data; this.id = mData.id; this.num = mData.num; }
/// <summary> /// 是否数据一致 /// </summary> protected override bool toDataEquals(BaseData data) { AchievementSaveData mData = (AchievementSaveData)data; if (this.id != mData.id) { return(false); } if (this.num != mData.num) { return(false); } return(true); }
// 存档 private void SaveData() { AchievementSaveData SaveData = m_AchievementSystem.CreateSaveData(); SaveData.SaveData(); }
// 设定舊的存档 public void SetSaveData(AchievementSaveData SaveData) { m_LastSaveData = SaveData; }
public void ShowGameUI(AchievementSaveData saveData) { enemyKilledCount.text = string.Format("当前杀敌总和:{0}", saveData.EnemyKilledCount); weaponCollection.text = string.Format("当前解锁武器总和:{0}", saveData.WeaponCollection); trapTriggeringCount.text = string.Format("当前触发陷阱总和:{0}", saveData.TrapTriggeringCount); }
// 取回存檔 private AchievementSaveData LoadData() { AchievementSaveData OldData = new AchievementSaveData(); OldData.LoadData(); m_AchievementSystem.SetSaveData( OldData ); return OldData; }
// 設定舊的存檔 public void SetSaveData( AchievementSaveData SaveData) { m_LastSaveData = SaveData; }
public void SetSaveData(AchievementSaveData saveData) { lastSaveData = saveData; }
private void SaveData() { AchievementSaveData saveData = achievementSystem.CreateSaveData(); saveData.SaveData(); }