public void LoadStack() { stack = DataSaver.LoadData <Stacks>(DataSaver.stackFilePath); for (int i = 0; i < stack.items.Count; i++) { stack.items[i].sprite = ItemDatabase.sprites[stack.items[i].Id]; GameObject tempNPC = Instantiate(stackSprite); tempNPC.GetComponent <SpriteRenderer>().sprite = stack.items[i].sprite; tempNPC.transform.SetParent(this.transform); tempNPC.transform.localScale = new Vector3(0.16f / (this.transform.localScale.x / 0.4f), 0.16f / (this.transform.localScale.y / 0.4f), 0.16f); tempNPC.transform.localPosition = new Vector2(-1.7f + 0.2f * stacks.Count - 1.6f * (stacks.Count / 8), -0.9f + (stacks.Count / 8) * 0.3f); if (stack.items[i].Rank < 1) { tempNPC.GetComponentsInChildren <SpriteRenderer>()[1].color = new Color(0, 0, 0, 0); } else if (stack.items[i].Rank < 3) { tempNPC.GetComponentsInChildren <SpriteRenderer>()[1].color = new Color(1, 1, 0); } else if (stack.items[i].Rank < 5) { tempNPC.GetComponentsInChildren <SpriteRenderer>()[1].color = new Color(1, 0.5f, 0); } else if (stack.items[i].Rank == 5) { tempNPC.GetComponentsInChildren <SpriteRenderer>()[1].color = new Color(1, 0, 0); } stacks.Add(tempNPC); } }
void Start() { FloatingTextController.Initalize(); sculpturePrefab = Resources.Load <GameObject>("Prefabs/Sculpture/SculpturePrefabs"); sculptMaterialPrefab = Resources.Load <GameObject>("Prefabs/Sculpture/Materials"); //데이터 Load if (System.IO.File.Exists(DataSaver.filePath)) { graver = DataSaver.LoadData <Graver>(DataSaver.filePath); RefreshDisplay(); } else { graver = new Graver(); graver.CurrentSculpture = Inventory.database.FetchSculptureItemById(0); graver.CurrentSculptMaterial = Inventory.database.FetchMaterialItemById(0); Directory.CreateDirectory(Application.persistentDataPath + "/Data"); } graver.CurrentSculpture.sprite = Inventory.database.FetchSculptureItemById(graver.CurrentSculpture.Id).sprite; animator = sprite.GetComponent <Animator>(); Invoke("WaitCommand", 1f); StartCoroutine(IncreaseHealth()); StartCoroutine(UpdateProgressBar()); }
public void LoadExhibit() { storage = DataSaver.LoadData <Storage>(DataSaver.storageFilePath); for (int i = 0; i < storage.items.Count; i++) { storage.items[i].sprite = ItemDatabase.sprites[storage.items[i].Id]; GameObject tempNPC = Instantiate(exhibit); tempNPC.GetComponent <SpriteRenderer>().sprite = storage.items[i].sprite; tempNPC.transform.SetParent(this.transform); tempNPC.transform.localScale = new Vector3(0.16f / (this.transform.localScale.x / 0.4f), 0.16f / (this.transform.localScale.y / 0.4f), 0.16f); tempNPC.transform.localPosition = new Vector2(-1.7f + 0.5f * exhibits.Count - 4.0f * (exhibits.Count / 8), 0.9f - (exhibits.Count / 8) * 0.8f); if (storage.items[i].Rank == 0) { tempNPC.GetComponentsInChildren <SpriteRenderer>()[1].color = new Color(0, 0, 0, 0); } else if (storage.items[i].Rank < 3) { tempNPC.GetComponentsInChildren <SpriteRenderer>()[1].color = new Color(1, 1, 0); } else if (storage.items[i].Rank < 4) { tempNPC.GetComponentsInChildren <SpriteRenderer>()[1].color = new Color(1, 0.5f, 0); } else if (storage.items[i].Rank == 5) { tempNPC.GetComponentsInChildren <SpriteRenderer>()[1].color = new Color(1, 0, 0); } exhibits.Add(tempNPC); } }
public static void LoadProgress() { PlayerData progress = DataSaver.LoadData(); if (progress != null) { instance.accomplishedLevels = progress.levelProgress; } }
public static void LoadVolume() { PlayerData data = DataSaver.LoadData(); if (data != null) { SetMusicVolume(data.musicVolume); SetSoundVolume(data.soundVolume); } }
public async static Task FillDatabase() { Database newDatabase = await DataSaver <Database> .LoadData("Database"); Database.Current = newDatabase; if (Database.Current == null) { Functions.ResetDatabase(); } }
public void Reset() { DataSaver.LoadData(playerParam, fileName); if (DataSaver.DeleteData(fileName)) { newGameBackground.SetActive(true); playerParam.ToDefault(); //обнулить внутрений файл ReLoadGameSettings(); //обнулить внутрених юнитов и улучшения } }
public static void LoadGame() { ResetGame(); // Teoricamente não é necessario reler o arquivo, mas faremos isso como medida de segurança, // assim evitamos que a variavel saveFile tenha sido alterada de alguma maneira em runtime saveFile = dataSaver.LoadData(); // Aplica a situação do save slot atual nos arquivos do jogo saveFile.Load(); // Carrega a nova cena SceneLoader.LoadOWScene(Party.Instance.currentMap, true); }
void OnEnable() { if (playerParam.levelEnd || !DataSaver.LoadData(playerParam, fileName))//что бы не загружать данные когда игрок завершил уровень. { newGameBackground.SetActive(true); return; } newGameBackground.SetActive(false); waveCount = playerParam.waveCount; waveText.text = waveCount.ToString(); }
void Start() { if (!DataSaver.LoadData(gameParam, "Game Param")) { CreateDataFiles(); //возможно стоит сделать подругому. } else { LoadData(); } StartCoroutine(LoadAsync()); }
void Start() { if (System.IO.File.Exists(DataSaver.upgradeFilePath)) { upgradeInfo = DataSaver.LoadData <UpgradeInfo>(DataSaver.upgradeFilePath); } else { upgradeInfo = new UpgradeInfo(); } npcController.regenTime = upgradeInfo.RegenTime; }
// Use this for initialization void Start() { speed = 1; if (System.IO.File.Exists(DataSaver.deliveryFilePath)) { delivery = DataSaver.LoadData <Delivery>(DataSaver.deliveryFilePath); } else { delivery = new Delivery(); } StartCoroutine(Delivery()); }
void LoadData() { for (int i = 0; i < chapters.Length; i++)//chapters and levels { for (int a = 0; a < chapters[i].levels.Length; a++) { DataSaver.LoadData(chapters[i].levels[a], chapters[i].levels[a].levelName); //"Chapter" + i + " Levels"); } DataSaver.LoadData(chapters[i], chapters[i].chapterName); //"Chapter" + i); } DataSaver.LoadData(gameParam, "Game Param");//game param for (int i = 0; i < awards.Length; i++) { DataSaver.LoadData(awards[i], awards[i].awardName);//"Award" + i);//awards } }
public void LoadInventory(int sort) { inventoryList[sort].ItemDataInfos = DataSaver.LoadData <List <ItemDataInfo> >(DataSaver.inventoryFilePath[sort]); for (int i = 0; i < inventoryList[sort].ItemDataInfos.Count; i++) { ItemDataInfo info = inventoryList[sort].ItemDataInfos[i]; if (info.Slot != -1) { inventoryList[sort].Items[info.Slot] = info.Item; GameObject itemObj = Instantiate(inventoryItem); itemObj.GetComponent <ItemData>().ItemDataInfo = info; itemObj.transform.GetChild(0).GetComponent <Text>().text = info.Amount.ToString(); itemObj.transform.SetParent(inventoryList[sort].Slots[info.Slot].transform, false); itemObj.GetComponent <RectTransform>().anchoredPosition = Vector2.zero; inventoryList[sort].Items[info.Slot].sprite = ItemDatabase.sprites[info.item.Id]; itemObj.GetComponent <Image>().sprite = ItemDatabase.sprites[info.item.Id]; } } }
// Use this for initialization void Start() { count = 0; if (System.IO.File.Exists(DataSaver.shopFilePath)) { shopData = DataSaver.LoadData <ShopData>(DataSaver.shopFilePath); } else { shopData = new ShopData(); shopData.buiedData = new List <bool>(); for (int i = 0; i < 33; i++) { shopData.buiedData.Add(false); } shopData.buiedData[0] = true; } }
public void StartGame() { if (!DataSaver.LoadData(playerParam, fileName))// если начали новую игру. кидаем сразу в бой { playerParam.ToDefault(); ReLoadGameSettings();//обнуляем тукещих юнитов и улучшения playerParam.currentFileName = fileName; DataSaver.SaveData <PlayerSO>(playerParam, fileName); sceneC.SetSceneName("GameScene"); } else //если продолжаем игру, переходим на маню улучшений { ReLoadGameSettings(); animC.ChangeFrom(changeFromMenu); animC.ChangeTo(changeToMenu); } Debug.Log(playerParam.currentFileName); }
void LoadData() { UserData loadedData = DataSaver.LoadData <UserData>("userData"); if (loadedData != null) { //this.messageList = loadedData.messageList; this.serverIP = loadedData.serverIP; this.serverPort = loadedData.serverPort; return; } if (this.messageList == null) { this.messageList = new List <Message>(); } this.serverIP = "127.0.0.1"; this.serverPort = 8010; SaveData(); //this.messageList = new List<Message>(); }
public void Upload() { makingPanelObject.SetActive(true); if (count != 0) { return; } makingSlotPanel = GameObject.Find("MakingSlotPanel"); makingTopPanel = GameObject.Find("MakingTopPanel"); text = makingTopPanel.GetComponentsInChildren <Text>(); image = makingTopPanel.GetComponentsInChildren <Image>(); //List 노출 if (System.IO.File.Exists(DataSaver.makingFilePath)) { makingInfo = DataSaver.LoadData <Dictionary <int, MakingInfo> >(DataSaver.makingFilePath); UpdateItemList(); } else { BuyItem(Inventory.database.FetchSculptureItemById(0)); } //graver이 가지고 있는 아이템 불러오기 if (System.IO.File.Exists(DataSaver.filePath)) { SelectItem(graverController.graver.CurrentSculpture); } else { SelectItem(Inventory.database.FetchSculptureItemById(0)); } makingPanelObject.SetActive(false); count++; }
public void GameOver(bool isATie, GameplayState winner) { if (isATie) { panelScript.GameOver(true, ""); } else { if (isInAiMode && !currentState.IsAiState()) { //when player wins agains AI, win history is added PlayerData data = DataSaver.LoadData(); data.noOfWins += 1; DataSaver.SaveData(data); } string wonChar = "X"; if (GetCurrentState() == GameplayState.OSTATE) { wonChar = "0"; } panelScript.GameOver(false, wonChar); } }
public static PlayerData LoadPlayerData() { return(DataSaver.LoadData <PlayerData>("player") ?? new PlayerData()); }
private void Start() { winHistory.text = "You have won " + DataSaver.LoadData().noOfWins + " times"; }
public T LoadData(string path) { var temp = DataSaver.LoadData <T>(path); return(temp == null?GetDefault() : temp); }