// Start is called before the first frame update void Start() { SaveData saveData = GameSaver.LoadGame(); if (saveData != null) { LoadData(saveData); } Vector2Int[] resolutions = { new Vector2Int(3840, 2160), new Vector2Int(2560, 1440), new Vector2Int(1920, 1080), new Vector2Int(1280, 720), new Vector2Int(854, 480) }; resolution = new Vector2Int(Display.main.systemWidth, Display.main.systemHeight); Animation.Play("Show"); int height = Display.main.systemHeight; int width = Display.main.systemWidth; foreach (Vector2 res in resolutions) { if (res.x <= width && res.y <= height) { dropdown.options.Add(new Dropdown.OptionData(res.x + "×" + res.y)); } } }
public void LoadGame() { GameSaver.LoadGame(); //reads save from file into live save SceneManager.LoadScene(GameSaver.liveSave.sceneName); }
public void LoadGame() { gameSaver.LoadGame(this.fileNum); }
private void CreateWorld() { //spawn tiles Debug.Log(((Screen.height / 32f) - height) / 2f); grid = new GameObject[width, height]; tile = Resources.Load("Prefabs/Tile") as GameObject; city = Resources.Load("Prefabs/City") as GameObject; forest = Resources.Load("Prefabs/Forest") as GameObject; for (int ix = 0; ix < width; ix++) { for (int iy = 0; iy < height; iy++) { freeCoordinates.Add(new Vector3(ix, iy, -1)); float xLoc = ix - (width / 2); float yLoc = iy - (height / 2); GameObject spawnedTile = Instantiate(tile, new Vector3(xLoc, yLoc, 100), Quaternion.identity) as GameObject; grid[ix, iy] = spawnedTile; //give tile coordinate information spawnedTile.GetComponent <Tile> ().posX = ix; spawnedTile.GetComponent <Tile> ().posY = iy; } } //shuffle coordinates for (int i = 0; i < freeCoordinates.Count; i++) { Vector3 temp = freeCoordinates[i]; int randomIndex = UnityEngine.Random.Range(0, freeCoordinates.Count); freeCoordinates[i] = freeCoordinates[randomIndex]; freeCoordinates[randomIndex] = temp; } if (gameSaver.ProfileExists()) { gameSaver.LoadGame(); //playerCity.GetComponent<City>().FillArmySelectCB(); playerCity.GetComponent <City> ().FillArmySelectDropdown(); } else //create a whoooooole new woooooorld { //spawn player city int px = (int)grid[(int)freeCoordinates[0].x, (int)freeCoordinates[0].y].transform.position.x; int py = (int)grid[(int)freeCoordinates[0].x, (int)freeCoordinates[0].y].transform.position.y; playerCity = Instantiate(city, new Vector3(px, py, 99), Quaternion.identity) as GameObject; playerCity.GetComponent <City>().position.x = (int)freeCoordinates[0].x; playerCity.GetComponent <City>().position.y = (int)freeCoordinates[0].y; grid[(int)freeCoordinates[0].x, (int)freeCoordinates[0].y].GetComponent <Tile>().environment = playerCity; freeCoordinates.RemoveAt(0); playerCity.GetComponent <City>().type = "your home"; allCities.Add(playerCity.GetComponent <City>()); //set new profile PlayerPrefs.SetString("profile", playerCity.GetComponent <City>().name); for (int i = 0; i < 2; ++i) { playerCity.GetComponent <City>().CreateArmy(); } playerCity.GetComponent <City> ().FillArmySelectDropdown(); //spawn other cities for (int i = 1; i < cityNumber; ++i) { SpawnCity(); } //spawn villages for (int i = 0; i < cityNumber * 3; ++i) { SpawnEnvironment((int)freeCoordinates[0].x, (int)freeCoordinates[0].y, village); freeCoordinates.RemoveAt(0); } //Spawn Forests -- Randomize Tree Layout Later for (int i = 0; i < (width * height) * .25f; ++i) { SpawnEnvironment((int)freeCoordinates[0].x, (int)freeCoordinates[0].y, forest); freeCoordinates.RemoveAt(0); } //fill empty space with salt while (freeCoordinates.Count > 0) { SpawnEnvironment((int)freeCoordinates[0].x, (int)freeCoordinates[0].y, saltFlats); freeCoordinates.RemoveAt(0); } } LoadCityTable(); Debug.Log("table size " + cityTable.Count); foreach (string key in cityTable.Keys) { Debug.Log(key); } for (int i = 0; i < basicEnvironmentsList.Count; ++i) { basicEnvironmentsList[i].ConnectToOwner(); } for (int i = 0; i < villageList.Count; ++i) { villageList[i].ConnectToOwner(); } }