void OnEnable() { if (gameData == null) { gameData = gameObject.GetComponent <Game_Data>(); } if (gameInputController == null) { gameInputController = gameObject.GetComponent <Game_Input_Contoller>(); } if (p1WinSprite == null) { p1WinSprite = p1WinSprite.gameObject.transform.GetChild(0).gameObject; } if (p2WinSprite == null) { p2WinSprite = p2WinSprite.gameObject.transform.GetChild(1).gameObject; } gameData.playerPoints[0] = 0; gameData.playerPoints[1] = 0; StartCoroutine(CreatePlayer(0, new Vector3(-7, 1, 0), 0)); StartCoroutine(CreatePlayer(1, new Vector3(7, 1, 0), 0)); }
public void LoadVar(Game_Data data) { data.g_scene = g_scene; data.g_HP = g_HP; data.g_MP = g_MP; data.g_totalSkills = g_totalSkills; data.g_equipSkill = g_equipSkill; data.g_posX = g_posX; data.g_posY = g_posY; data.g_keys = g_keys; data.g_clear [0] = g_clear [0]; data.g_clear [1] = g_clear [1]; data.g_clear [2] = g_clear [2]; data.g_totalPuzzle = g_totalPuzzle; data.g_puzzleState = new bool[data.g_totalPuzzle]; for (int i = 0; i < data.g_puzzleState.Length; i++) { data.g_puzzleState[i] = g_puzzleState[i]; } }
public IEnumerator Upload_Data(Game_Data gd) { yield return(new WaitForEndOfFrame()); WWWForm wwwform = new WWWForm(); wwwform.AddField("Phone", gd.Phone); wwwform.AddField("FName", gd.FName); wwwform.AddField("LName", gd.LName); wwwform.AddField("Email", gd.Email); wwwform.AddField("File_Name", gd.File_Name); wwwform.AddBinaryData("Upload_File", Take_Photo(), "myphoto.png", "image/png"); WWW w = new WWW(url, wwwform); yield return(w); if (!string.IsNullOrEmpty(w.error)) { print(w.error); } else { print("File sent succesfully!"); } }
void OnEnable() { if (playerData == null) { playerData = gameObject.GetComponent <Player_Data>(); } if (gameData == null) { gameData = GameObject.Find("Game Controller").GetComponent <Game_Data>(); } if (balloonRB2D == null) { balloonRB2D = gameObject.transform.GetChild(0).GetComponent <Rigidbody2D>(); } if (pointsAnimator == null) { pointsAnimator = gameObject.transform.GetChild(0).gameObject.GetComponentInChildren <Animator>(); } previousHits = playerData.hits; UpdatePointsAnimation(); //subscription to the hit Ballon_Hit_Detective.BalloonWasHit += MonitorHealth; }
bool[] g_puzzleState; //Trạng thái của n puzzle trong màn chơi hiện tại. //Đối với puzzle chính, chỉ áp dụng khi g_clear[i] = false. public DataSave(Game_Data data) { g_scene = data.g_scene; g_HP = data.g_HP; g_MP = data.g_MP; g_totalSkills = data.g_totalSkills; g_equipSkill = data.g_equipSkill; g_posX = data.g_posX; g_posY = data.g_posY; g_keys = data.g_keys; g_clear[0] = data.g_clear[0]; g_clear[1] = data.g_clear[1]; g_clear[2] = data.g_clear[2]; g_totalPuzzle = data.g_totalPuzzle; g_puzzleState = new bool[g_totalPuzzle]; for (int i = 0; i < g_totalPuzzle; i++) { g_puzzleState[i] = data.g_puzzleState[i]; } }
public static void Save(Game_Data data) { BinaryFormatter bf = new BinaryFormatter(); FileStream stream = new FileStream(Application.persistentDataPath + "/data.sav", FileMode.Create); DataSave dt = new DataSave(data); bf.Serialize(stream, dt); stream.Close(); }
public static void saveData(Game_Data Game_Data) { BinaryFormatter formatter = new BinaryFormatter(); string path = Application.persistentDataPath + "/gameData.Sav"; // sets save path relative to correct base destination FileStream stream = new FileStream(path, FileMode.Create); saveFile File = new saveFile(Game_Data); // creates a new save file using current game data as input for the file formatter.Serialize(stream, File); stream.Close(); }
public saveFile(Game_Data Game_Data) // constructor stores values from the game_data input { //CoreStats playerlevel = Game_Data.playerlevel; playerMoney = Game_Data.playerMoney; currentXP = Game_Data.currentXP; targetXP = Game_Data.targetXP; highScore = Game_Data.highScore; //Tracking Stats totalEnemiesDestroyed = Game_Data.totalEnemiesDestroyed; totalScore = Game_Data.totalScore; totalGamesPlayed = Game_Data.totalGamesPlayed; totalXP = Game_Data.totalXP; totalHighScores = Game_Data.totalHighScores; //Settings Options gameVolume = Game_Data.gameVolume; //Endless progress completedEndlessLevel1 = Game_Data.completedEndlessLevel1; completedEndlessLevel2 = Game_Data.completedEndlessLevel2; completedEndlessLevel3 = Game_Data.completedEndlessLevel3; completedEndlessLevel4 = Game_Data.completedEndlessLevel4; completedEndlessLevel5 = Game_Data.completedEndlessLevel5; //Survival progress completedSurvivalLevel1 = Game_Data.completedSurvivalLevel1; completedSurvivalLevel2 = Game_Data.completedSurvivalLevel2; completedSurvivalLevel3 = Game_Data.completedSurvivalLevel3; completedSurvivalLevel4 = Game_Data.completedSurvivalLevel4; completedSurvivalLevel5 = Game_Data.completedSurvivalLevel5; //Elimination progress completedEliminationLevel1 = Game_Data.completedEliminationLevel1; completedEliminationLevel2 = Game_Data.completedEliminationLevel2; completedEliminationLevel3 = Game_Data.completedEliminationLevel3; completedEliminationLevel4 = Game_Data.completedEliminationLevel4; completedEliminationLevel5 = Game_Data.completedEliminationLevel5; //Skin Unlocks skin1Unlocked = Game_Data.skin1Unlocked; skin2Unlocked = Game_Data.skin2Unlocked; skin3Unlocked = Game_Data.skin3Unlocked; skin4Unlocked = Game_Data.skin4Unlocked; skin5Unlocked = Game_Data.skin5Unlocked; skin6Unlocked = Game_Data.skin6Unlocked; skin7Unlocked = Game_Data.skin7Unlocked; skin8Unlocked = Game_Data.skin8Unlocked; skin9Unlocked = Game_Data.skin9Unlocked; skin10Unlocked = Game_Data.skin10Unlocked; skinCount = Game_Data.skinCount; skinOfChoice = Game_Data.skinOfChoice; }
void Awake() { gameData = null; gameData = new Game_Data (); gameData.Reset (); gameSaver = null; gameSaver = new Game_Saver ("GameSlots.txt"); debugState = false; }
public static bool Load(Game_Data data) { if (File.Exists(Application.persistentDataPath + "/data.sav")) { BinaryFormatter bf = new BinaryFormatter(); FileStream stream = new FileStream(Application.persistentDataPath + "/data.sav", FileMode.Open); DataSave dt = bf.Deserialize(stream) as DataSave; dt.LoadVar(data); stream.Close(); return(true); } return(false); }
public Player_Local(T_Player_Local player, Game_Data data) { user_id = player.user_id; map = data.maps[player.map_id]; ship = data.ships_players[player.ship_id]; ammunition = data.ammunitions[player.ammunition_id]; nickname = player.nickname; hitpoints = player.hitpoints; shields = player.shields; level = player.level; position = new Vector3((float)player.position_x, (float)player.position_y, 0); scrap = player.scrap; credits = player.credits; experience = player.experience; ranking_points = player.ranking_points; model = null; }
public void GetDataFromSave(Game_Data saveTemp) { sceneID = saveTemp.g_scene; isCleared = saveTemp.g_clear[sceneID]; puzzleList = new bool[saveTemp.g_totalPuzzle]; Keys = saveTemp.g_keys; for (int i = 0; i < puzzleList.Length; i++) { puzzleList[i] = saveTemp.g_puzzleState[i]; } //Player Related Data if (player != null) { totalSkills = saveTemp.g_totalSkills; skillEquipped = saveTemp.g_equipSkill; player.transform.position = new Vector2(saveTemp.g_posX, saveTemp.g_posY); player.GetComponent <PlayerControl>().HP = saveTemp.g_HP; player.GetComponent <PlayerControl>().MP = saveTemp.g_MP; } }
public void LoadDataToSave(Game_Data saveTemp) { saveTemp.g_scene = sceneID; saveTemp.g_keys = Keys; saveTemp.g_clear[sceneID] = isCleared; saveTemp.g_totalPuzzle = puzzleList.Length; saveTemp.g_puzzleState = new bool[puzzleList.Length]; for (int i = 0; i < saveTemp.g_puzzleState.Length; i++) { saveTemp.g_puzzleState[i] = puzzleList[i]; } //Player Related Data if (player != null) { saveTemp.g_totalSkills = totalSkills; saveTemp.g_equipSkill = skillEquipped; saveTemp.g_posX = player.transform.position.x; saveTemp.g_posY = player.transform.position.y; saveTemp.g_HP = player.GetComponent <PlayerControl>().HP; saveTemp.g_MP = player.GetComponent <PlayerControl>().MP; } }
// Start is called before the first frame update void Start() { gameData = GameObject.FindWithTag("Game Data").GetComponent <Game_Data>(); }
// Start is called before the first frame update void Start() { gameData = GameObject.FindWithTag("Game Data").GetComponent <Game_Data>(); gameObject.GetComponent <SpriteRenderer>().material = gameData.playerSkins[gameData.skinOfChoice - 1]; // sets player material to currently saved user selection stored in game data clickOverwrite = GameObject.FindWithTag("Game Data").GetComponent <Game_Data>().mouseMode; }
// Start is called before the first frame update void Start() { InvokeRepeating("OnceASecond", 1.0f, 1.0f); gameData = GameObject.FindWithTag("Game Data").GetComponent <Game_Data>(); scoreMultiplier = 1; }
public Game_Data GetSavedData(int index) { Game_Data retValue = new Game_Data(); reader = new StreamReader (GAME_SLOT_PATH); string tmp = ""; string token = ""; int x = 0; for (int i = 0; i < index; i++) { tmp = reader.ReadLine (); } if(tmp[0] != '0') { //-----ACTO--------------------------------------- token = "" + tmp[0]; if (!Int32.TryParse(token, out x)) { x = ParseBrute1(token); } retValue.act = x; //-----PROGRESO----------------------------------- token = "" + tmp[2] + tmp[3]; if (!Int32.TryParse(token, out x)){ x = ParseBrute2(token); } retValue.progress = x; //-----LAST SCENE--------------------------------- token = "" + tmp[5]; if (!Int32.TryParse(token, out x)){ x = ParseBrute1("" + tmp[5]); } retValue.last_scene = x; //-----ITEMS-------------------------------------- for(int j = 7; j < 23; j+=3)//7, 10, 13, 16, 19, 22 { token = "" + tmp[(3*j) + 7] + tmp[(3*j) + 8]; retValue.objectList[j] = retValue.ItemFromStr(token); } } reader.Close (); Debug.Log (retValue); return retValue; }
public void SaveProgress(Game_Data data) { string tmp; string[] lines = {"", "", ""}; reader = new StreamReader (GAME_SLOT_PATH); for(int i = 0; i < 3; i++) { lines[i] = reader.ReadLine(); if(current_slot + 1 == i) { tmp = data.act + ":"; if(data.progress < 10) tmp += "0"; tmp += data.progress + ":" + data.last_scene + ":"; for (int j = 0; j < data.MAX_ITEMS - 1; j++) { tmp += data.ItemNumString(data.objectList[i]) + ","; } tmp += data.ItemNumString(data.objectList[data.MAX_ITEMS - 1]); lines[i] = tmp; } } System.IO.File.WriteAllLines(GAME_SLOT_PATH, lines); }
void Start() // Start is called before the first frame update { gameData = GameObject.FindWithTag("Game Data").GetComponent <Game_Data>(); refreshUIElements(); }
private void Awake() { testSingleton(); gameData = GameObject.FindWithTag("Game Data").GetComponent <Game_Data>(); }