//private void Start () { if (gamedata == null) { gamedata = this; //DontDestroyOnLoad (this); } }
//private void Start() { if (gamedata == null) { gamedata = this; //DontDestroyOnLoad (this); } }
// Use this for initialization void Awake() { if (Instance != null) { Destroy(gameObject); return; } Instance = this; DontDestroyOnLoad(this); GameDataSaveLoadManager.Instance.LoadGameData(); //GameSettingsSaveLoadManager.Instance.LoadSettings(); Debug.Log("[RPGAIO] Loaded game data and settings"); }
public void StartAfterCoordinator() { gameData = GameObject.FindGameObjectWithTag("LoadGameData").GetComponent <LoadGameData>(); mainLibrary = GameObject.FindGameObjectWithTag("MainLibrary").GetComponent <MainLibrary>(); LoadBoardFromLibrary(gameData.boardID); GameObject.Destroy(gameData.gameObject); PlayerInfoCoordinator playerCoordinator = playerInterface.GetComponent <PlayerInfoCoordinator>(); foreach (PlayerInfo player in playerList) { playerCoordinator.AddPlayer(player); } RenderBoard(); }
// Start is called before the first frame update void Start() { gridManager = gameObject.GetComponent <GridManager>(); allTilePositions = gridManager.allTilePositions; LoadGameData loadGameData = gameData.GetComponent <LoadGameData>(); groundTileFromPosition = gridManager.GetComponent <GroundTileManager>().groundTiles; groundTileFromName = loadGameData.groundTileFromName; plantTileFromName = loadGameData.plantTileFromName; terrainFromName = loadGameData.terrainFromName; plantFromName = loadGameData.plantFromName; plantList = loadGameData.plants; GetPlantTiles(); // To start spawning things, call the SpawnPlants method, which will start a coroutine. StartCoroutine(SpawnPeriodicPlants()); }
// Use this for initialization void Start() { GetStores(); GetStoreUpgrades(); LoadGameData.LoadSaveGame(); storePanelScrollbar.value = 1; //Set Current Balance Text currentBalance.text = "$" + balance.ToString(); // Example of Observer pattern // Notify all observers that we have updated the game balance // This is how the interface knows to update without using updates if (OnUpdateBalance != null) { OnUpdateBalance(); } }
public void LoadGame() { List <string> names = new List <string>(); List <int> times = new List <int>(); List <int> increments = new List <int>(); List <int> delays = new List <int>(); foreach (GameConfigurationController playerInfo in playerInfoList) { names.Add(playerInfo.playerName); times.Add(playerInfo.initialTime * 1000); increments.Add(playerInfo.addedTime * 1000); delays.Add(playerInfo.delayTime * 1000); } LoadGameData gameData = GameObject.Instantiate(loadGameDataPrefab).GetComponent <LoadGameData>(); gameData.Initialize(boardID, names, times, increments, delays); library.gameObject.GetComponent <SceneSwitcher>().LoadScene(boardType); }
public AddGame() { gameData = new LoadGameData(); updateGameData = new UpdateGameData(); }
private void Start() { LoadGameData.LoadSaveGame(); // Loading game data }