bool ValueChanged() { PlayerPrefsObject pp = Core.instance.PlayerPrefs; return(m_TMPPref.MouseSensitivity != pp.MouseSensitivity || m_TMPPref.StickSensitivity != pp.StickSensitivity || m_TMPPref.FXVolume != pp.FXVolume || m_TMPPref.MusicVolume != pp.MusicVolume || m_TMPPref.UIVolume != pp.UIVolume || m_TMPPref.InvertXAxis != pp.InvertXAxis || m_TMPPref.InvertYAxis != pp.InvertYAxis || m_TMPPref.CurrentLanguage != pp.CurrentLanguage); }
void Awake() { m_MoveSliderAction = InputHandler.Inputs.actions["MoveSlider"]; UISystem.instance.onSelectionChangeEvent += SetNewSelection; FeedUIElementsWithEvents(); m_TMPPref = Core.instance.PlayerPrefs.GetDeepCopy(); LoadPrefs(); }
// Start is called before the first frame update void Start() { var status = PlayerPrefsObject.GetObject <Status>("Status"); game_manager_script = GameObject.FindGameObjectWithTag("GameController").GetComponent <GameManagerScript>(); player = GameObject.FindGameObjectWithTag("Player").GetComponent <PlayerStatus>(); itemDatabase = GameObject.FindWithTag("ItemController").GetComponent <ItemDatabase>(); gear_manager_script = GameObject.FindWithTag("ItemController").GetComponent <GearManagerScript>(); gear_set_script = GameObject.FindWithTag("ItemController").GetComponent <GearsSetScript>(); }
public PlayerPrefsObject GetDeepCopy() { PlayerPrefsObject clone = new PlayerPrefsObject(); clone.MouseSensitivity = this.MouseSensitivity; clone.StickSensitivity = this.StickSensitivity; clone.InvertXAxis = this.InvertXAxis; clone.InvertYAxis = this.InvertYAxis; clone.MusicVolume = this.MusicVolume; clone.FXVolume = this.FXVolume; clone.UIVolume = this.UIVolume; clone.CurrentLanguage = this.CurrentLanguage; return(clone); }
public void SceneMove(bool start) { if (start == true) { PlayerPrefs.DeleteAll(); if (GameObject.FindWithTag("HomeObject") != null) { SceneManager.sceneLoaded += SceneInitLoaded; } SceneManager.LoadScene(StartSceneName); // Application.LoadLevel(StartSceneName); } else { var continue_load_status = PlayerPrefsObject.GetObject <Status>("Status"); var continue_load_object_save = PlayerPrefsObject.GetObject <ObjectSave>("objectSave"); var continue_load_item_save = PlayerPrefsObject.GetObject <ItemSave>("ItemSave"); if (continue_load_status != null && continue_load_object_save != null && continue_load_item_save != null) { //保存データーがあったら var continue_load_status_json = JsonUtility.ToJson(continue_load_status).ToString(); var continue_load_object_save_json = JsonUtility.ToJson(continue_load_object_save).ToString(); var continue_load_item_save_json = JsonUtility.ToJson(continue_load_item_save); var continue_load_status_json_taking_out = JsonUtility.FromJson <Status>(continue_load_status_json); var continue_load_object_save_json_taking_out = JsonUtility.FromJson <ObjectSave>(continue_load_object_save_json); var continue_load_item_save_json_taking_out = JsonUtility.FromJson <ItemSave>(continue_load_item_save_json); SceneManager.sceneLoaded += SceneLoaded; SceneManager.LoadScene(continue_load_object_save_json_taking_out.SceneName); //保存データに保存してあるシーンの名前に移動する。 } else { //保存データがなかったら SceneManager.LoadScene(StartSceneName); } } }
private void Awake() { LockCursor(); xAxisClamp = 0.0f; layerMask = LayerMask.NameToLayer("Interact"); InputActionAsset actions = InputHandler.Inputs.actions; m_Interact = actions["inputs.interact"]; m_Look = actions["inputs.look"]; m_Interact.performed += (context) => { if (m_CurrentSelection && !UISystem.MenuPresence) { m_CurrentSelection.Interact(); } }; m_PlayerPrefs = Core.instance.PlayerPrefs; m_PlayerCenter = playerBody.GetComponent <PlayerControl>().Center; }
public void Save() { var status = new Status { position = player.position, HP = player.HP, Defense = player.Defense, Attack = player.Attack }; var objectSave = new ObjectSave { SceneName = game_manager_script.SceneName, SceneNameBefore = game_manager_script.SceneNameBefore, SceneHistroy = game_manager_script.SceneHistroy, WannnaDestroyEnemy = game_manager_script.wanna_destroy_enemy, WannaDestroyItem = itemDatabase.wanna_destroy_item_id }; foreach (ItemList item in itemDatabase.items) { AttackSave.Add(item.itemPower); HPIncreaseSave.Add(item.itemHPInCrease); DefenseSave.Add(item.itemDefense); NameSave.Add(item.ItemName); DescriptionSave.Add(item.itemDesc); spriteSave.Add(item.itemIcon); LifeStealSave.Add(item.itemLifeSteal); IDSave.Add(item.itemID); speedSave.Add(item.itemAttackSpeed); eTypeSave.Add(item.elementtype); iTypeSave.Add(item.itemType); } for (int i = 0; i < gear_set_script.Head.Count; i++) { GearIDSave.Add(gear_set_script.GearID[i]); GearNameSave.Add(gear_set_script.GearName[i]); GearDefenseSave.Add(gear_set_script.GearDefense[i]); GearHeadSave.Add(gear_set_script.Head[i]); GearBodySave.Add(gear_set_script.Body[i]); GearLegSave.Add(gear_set_script.Leg[i]); GearArmsLeftSave.Add(gear_set_script.ArmsLeft[i]); GearArmsRightSave.Add(gear_set_script.ArmsRight[i]); } var GearStatusSave = new GearStatusSave { GearID = GearIDSave, GearName = GearNameSave, GearDefense = GearDefenseSave, GearHead = GearHeadSave, GearLeg = GearLegSave, GearBody = GearBodySave, GearArmLeft = GearArmsLeftSave, GearArmRight = GearArmsRightSave }; var itemsSave = new ItemSave { Attack = AttackSave, HPIncrease = HPIncreaseSave, Defense = DefenseSave, Name = NameSave, Description = DescriptionSave, sprite = spriteSave, ID = IDSave, eType = eTypeSave, iType = iTypeSave, ItemCount = itemDatabase.items.Count, LifeSteal = LifeStealSave, speed = speedSave }; var GearSave = new GearSave { //武器シリーズ weaponID = gear_manager_script.weaponID, weaponName = gear_manager_script.weaponName, weaponPower = gear_manager_script.weaponPower, WeaponAttackSpeed = gear_manager_script.WeaponAttackSpeed, //ここはギアシリーズ GearDefense = gear_manager_script.GearDefense, GearID = gear_manager_script.GearID, GearName = gear_manager_script.GearName, //ここは装備画像を入れるところ GearArmLeft = gear_manager_script.GearArmLeft, GearArmRight = gear_manager_script.GearArmRight, GearBody = gear_manager_script.GearBody, GearLeg = gear_manager_script.GearLeg, GearHead = gear_manager_script.GearHead }; PlayerPrefsObject.SetObject("Status", status); PlayerPrefsObject.SetObject("objectSave", objectSave); PlayerPrefsObject.SetObject("ItemSave", itemsSave); PlayerPrefsObject.SetObject("GearSave", GearSave); PlayerPrefsObject.SetObject("GearStatusSave", GearStatusSave); }
public void SceneLoaded(Scene scene, LoadSceneMode sceneMode) { GameObject ObjectGames_prefab = Instantiate(ObjectGames); GameObject Player = GameObject.FindGameObjectWithTag("Player"); GameObject GameManager = GameObject.FindGameObjectWithTag("GameController"); GameManagerScript GameManagerScript = GameManager.GetComponent <GameManagerScript>(); GameObject ItemController = GameObject.FindWithTag("ItemController"); ItemDatabase item_database = ItemController.GetComponent <ItemDatabase>(); PlayerStatus PlayerStatus = Player.GetComponent <PlayerStatus>(); GearManagerScript gear_manager_script = ItemController.GetComponent <GearManagerScript>(); GearsSetScript gears_set_script = ItemController.GetComponent <GearsSetScript>(); var continue_load_status = PlayerPrefsObject.GetObject <Status>("Status"); var continue_load_object_save = PlayerPrefsObject.GetObject <ObjectSave>("objectSave"); var continue_load_item_save = PlayerPrefsObject.GetObject <ItemSave>("ItemSave"); var continue_load_gear_save = PlayerPrefsObject.GetObject <GearSave>("GearSave"); var continue_load_gear_status_save = PlayerPrefsObject.GetObject <GearStatusSave>("GearStatusSave"); var continue_load_status_json = JsonUtility.ToJson(continue_load_status).ToString(); var continue_load_object_save_json = JsonUtility.ToJson(continue_load_object_save).ToString(); var continue_load_item_save_json = JsonUtility.ToJson(continue_load_item_save).ToString(); var continue_load_gear_save_json = JsonUtility.ToJson(continue_load_gear_save).ToString(); var continue_load_gear_status_save_json = JsonUtility.ToJson(continue_load_gear_status_save).ToString(); //jsonにしてデータ取り出しできるようにする var continue_load_status_json_taking_out = JsonUtility.FromJson <Status>(continue_load_status_json); var continue_load_object_save_json_taking_out = JsonUtility.FromJson <ObjectSave>(continue_load_object_save_json); var continue_load_item_save_json_taking_out = JsonUtility.FromJson <ItemSave>(continue_load_item_save_json); var continue_load_gear_save_json_taking_out = JsonUtility.FromJson <GearSave>(continue_load_gear_save_json); var continue_load_gear_status_save_json_taking_out = JsonUtility.FromJson <GearStatusSave>(continue_load_gear_status_save_json); //保存したデータをGameManagerに代入 GameManagerScript.SceneHistroy = continue_load_object_save_json_taking_out.SceneHistroy; GameManagerScript.SceneName = continue_load_object_save_json_taking_out.SceneName; GameManagerScript.wanna_destroy_enemy = continue_load_object_save_json_taking_out.WannnaDestroyEnemy; GameManagerScript.SceneNameBefore = continue_load_object_save_json_taking_out.SceneNameBefore; //保存したデータをItemDatabase(ItemController)に代入(削除したいアイテムのID名などの保管庫) item_database.wanna_destroy_item_id = continue_load_object_save_json_taking_out.WannaDestroyItem; //保存したデータをItemControllerに代入 for (int i = 0; i < continue_load_item_save_json_taking_out.ItemCount; i++) { string Name = continue_load_item_save_json_taking_out.Name[i]; float speed = continue_load_item_save_json_taking_out.speed[i]; Sprite sprite = continue_load_item_save_json_taking_out.sprite[i]; float HPIncrease = continue_load_item_save_json_taking_out.HPIncrease[i]; string ID = continue_load_item_save_json_taking_out.ID[i]; float Attack = continue_load_item_save_json_taking_out.Attack[i]; float Defense = continue_load_item_save_json_taking_out.Defense[i]; float LifeSteal = continue_load_item_save_json_taking_out.LifeSteal[i]; string Description = continue_load_item_save_json_taking_out.Description[i]; ItemList.ItemType itemType = continue_load_item_save_json_taking_out.iType[i]; ItemList.elementType elemenType = continue_load_item_save_json_taking_out.eType[i]; //float speed = continue_load_item_save_json_taking_out. //ここでまずはアイテムステータスを作っていくよ。 itemsLoad.Add(new ItemList(name: Name, id: ID, power: Attack, desc: Description, def: Defense, speed: speed, ls: LifeSteal, etype: elemenType, type: itemType, sprite: sprite, itemHPIncre: HPIncrease)); } //上で作成したListを入れていく— item_database.items = itemsLoad; //GearManagerScriptに代入。(装備管理スクリプト) gear_manager_script.weaponID = continue_load_gear_save_json_taking_out.weaponID; gear_manager_script.weaponName = continue_load_gear_save_json_taking_out.weaponName; gear_manager_script.weaponPower = continue_load_gear_save_json_taking_out.weaponPower; gear_manager_script.WeaponAttackSpeed = continue_load_gear_save_json_taking_out.WeaponAttackSpeed; gear_manager_script.GearID = continue_load_gear_save_json_taking_out.GearID; gear_manager_script.GearDefense = continue_load_gear_save_json_taking_out.GearDefense; gear_manager_script.GearName = continue_load_gear_save_json_taking_out.GearName; gear_manager_script.GearHead = continue_load_gear_save_json_taking_out.GearHead; gear_manager_script.GearBody = continue_load_gear_save_json_taking_out.GearBody; gear_manager_script.GearLeg = continue_load_gear_save_json_taking_out.GearLeg; gear_manager_script.GearArmRight = continue_load_gear_save_json_taking_out.GearArmRight; gear_manager_script.GearArmLeft = continue_load_gear_save_json_taking_out.GearArmLeft; for (int i = 0; i < continue_load_gear_status_save_json_taking_out.GearID.Count; i++) { gears_set_script.Head.Add(continue_load_gear_status_save_json_taking_out.GearHead[i]); gears_set_script.Body.Add(continue_load_gear_status_save_json_taking_out.GearBody[i]); gears_set_script.Leg.Add(continue_load_gear_status_save_json_taking_out.GearLeg[i]); gears_set_script.ArmsLeft.Add(continue_load_gear_status_save_json_taking_out.GearArmLeft[i]); gears_set_script.ArmsRight.Add(continue_load_gear_status_save_json_taking_out.GearArmRight[i]); gears_set_script.GearDefense.Add(continue_load_gear_status_save_json_taking_out.GearDefense[i]); gears_set_script.GearID.Add(continue_load_gear_status_save_json_taking_out.GearID[i]); gears_set_script.GearName.Add(continue_load_gear_status_save_json_taking_out.GearName[i]); } //保存したデータをPlayerStautsに代入 PlayerStatus.HP = continue_load_status_json_taking_out.HP; PlayerStatus.Defense = continue_load_status_json_taking_out.Defense; PlayerStatus.Attack = continue_load_status_json_taking_out.Attack; PlayerStatus.position = continue_load_status_json_taking_out.position; PlayerStatus.gameObject.transform.position = continue_load_status_json_taking_out.position; SceneManager.sceneLoaded -= SceneLoaded; }