private void Start() { //PlayerPrefs.DeleteAll(); string jsonStringLevelSaves = PlayerPrefs.GetString(LEVELSAVES); LevelSaves levelSaves = JsonUtility.FromJson <LevelSaves>(jsonStringLevelSaves); LevelsID = levelSaves.LevelsID; }
public void SaveLevel(string _levelID) { //RemoveSavedLevel(_levelID); LevelData saveClass = new LevelData(); saveClass.ID = _levelID; LevelsID.Add(saveClass.ID); Debug.LogFormat("{0} saved!", saveClass.ID); saveClass.Items = new CellForSaveData[GridController3D.gridController3D.GameplayGridData.Cells.GetLength(0)][]; for (int i = 0; i < GridController3D.gridController3D.GameplayGridData.Cells.GetLength(0); i++) { saveClass.Items[i] = new CellForSaveData[GridController3D.gridController3D.GameplayGridData.Cells[i].GetLength(0)]; } for (int i = 0; i < saveClass.Items.GetLength(0); i++) { for (int j = 0; j < saveClass.Items[i].GetLength(0); j++) { int[] tempTypeID = CellTypeIDCheck(GridController3D.gridController3D.GameplayGridData.Cells[i][j]); saveClass.Items[i][j] = new CellForSaveData { AnchoredPosition = GridController3D.gridController3D.GameplayGridData.Cells[i][j].AnchoredPosition, Position = GridController3D.gridController3D.GameplayGridData.Cells[i][j].Position, X = GridController3D.gridController3D.GameplayGridData.Cells[i][j].X, Y = GridController3D.gridController3D.GameplayGridData.Cells[i][j].Y, TypeID = tempTypeID, SpotTransformsPosition = GridController3D.gridController3D.GameplayGridData.Cells[i][j].SpotTransformsPosition, SpotTransformsRotation = GridController3D.gridController3D.GameplayGridData.Cells[i][j].SpotTransformsRotation, SpotTransformsScale = GridController3D.gridController3D.GameplayGridData.Cells[i][j].SpotTransformsScale, CellSpotTypes = GridController3D.gridController3D.GameplayGridData.Cells[i][j].CellSpotTypes }; } } saveClass.ItemsToStringArray = new string[saveClass.Items.GetLength(0)]; for (int i = 0; i < saveClass.Items.GetLength(0); i++) { saveClass.ItemsToStringArray[i] = JsonHelper.ToJson <CellForSaveData>(saveClass.Items[i]); } saveClass.ArrayItemsToString = JsonHelper.ToJson <string>(saveClass.ItemsToStringArray); // Salvo livello string jsonString = JsonUtility.ToJson(saveClass); //PlayerPrefs.SetString(saveClass.ID, jsonString); // Salvo il nome del livello nella lista dei livelli LevelSaves levelSaves = new LevelSaves(); levelSaves.LevelsID = LevelsID; string jsonStringForLevelID = JsonUtility.ToJson(levelSaves); //PlayerPrefs.SetString(LEVELSAVES, jsonStringForLevelID); //PlayerPrefs.Save(); SaveItemInfo(jsonString, _levelID); }
public void SaveLevel() { items = new List <ItemData>(); GetAllInterestingData(); foreach (var item in m_nodes) { items.Add(item.GetData()); } foreach (var item in m_enemies) { items.Add(item.GetData()); } foreach (var item in m_movableObjects) { items.Add(item.GetData()); } foreach (var item in m_obstacles) { items.Add(item.GetData()); } foreach (var item in m_floor) { items.Add(item.GetData()); } foreach (var item in m_player) { items.Add(item.GetData()); } LevelData saveClass = new LevelData(); saveClass.ID = "Level" + (LevelsID.Count + 1).ToString(); LevelsID.Add(saveClass.ID); Debug.LogFormat("{0} saved!", saveClass.ID); saveClass.Items = items; // Salvo livello string jsonString = JsonUtility.ToJson(saveClass); PlayerPrefs.SetString(saveClass.ID, jsonString); // Salvo il nome del livello nella lista dei livelli LevelSaves levelSaves = new LevelSaves(); levelSaves.LevelsID = LevelsID; string jsonStringForLevelID = JsonUtility.ToJson(levelSaves); PlayerPrefs.SetString(LEVELSAVES, jsonStringForLevelID); PlayerPrefs.Save(); }
private void Start() { string jsonStringLevelSaves = PlayerPrefs.GetString(LEVELSAVES); LevelSaves levelSaves = JsonUtility.FromJson <LevelSaves>(jsonStringLevelSaves); LevelsID = levelSaves.LevelsID; foreach (string levelId in LevelsID) { Debug.LogFormat("Level {0} found!", levelId); Button newButton = Instantiate <Button>(ButtonLoadLevelPrefab, ButtonsContainer.transform); newButton.GetComponentInChildren <Text>().text = levelId; newButton.onClick.AddListener(() => LoadLevel(levelId)); } }