// Save the color array and the currentDay value to the Player Prefs public bool saveSettings() { PlayerPrefs.SetInt(currentDayKey, currentDay); bool savedTimes = PlayerPrefsX.SetFloatArray(timeKey, times); bool savedColors = PlayerPrefsX.SetColorArray(colorsKey, colors); return(savedTimes && savedColors); }
/// <summary> /// Remove color data index in ArrayPrefs. /// </summary> /// <param name="playerPrefsKey"></param> /// <param name="c"></param> /// <param name="t"></param> /// <param name="index"></param> private void Del(string playerPrefsKey, Color[] c, ColorType t, int index) { List <Color> list = new List <Color> ( ); list.AddRange(c); list.RemoveAt(index); PlayerPrefsX.SetColorArray(playerPrefsKey, list.ToArray( )); }
// Use this for initialization void Start() { ResetColorsButton = false; colors = PlayerPrefsX.GetColorArray(colorsKey); times = PlayerPrefsX.GetFloatArray(timeKey); currentDay = PlayerPrefs.GetInt(currentDayKey); if (!cam) { cam = FindObjectOfType <Camera>(); } if (colors.Length < 1 || times.Length < 1) { Debug.Log("Initializing Colors!"); colors = new Color[365]; times = new float[365]; for (int i = 0; i < 365; i++) { colors[i] = new Color(1, 1, 1); times[i] = 0; } currentDay = 0; PlayerPrefsX.SetColorArray(colorsKey, colors); PlayerPrefsX.SetFloatArray(timeKey, times); PlayerPrefs.SetInt(currentDayKey, 0); } //printColors(); //visController.enabled = false; //printColors(); //float bonus = 0.1f; //float RMin = 0.7f + bonus; //float RMax = 0.9f + bonus; //float GMin = 0.32f + bonus; //float GMax = 0.6f + bonus; //float BMin = 0.0f + bonus; //float BMax = 0.39f + bonus; //for (int j = 0; j < colors.Length; j++) //{ // if (j % 2 == 0) // colors[j] = new Color(Random.Range(RMin, RMax), Random.Range(GMin, GMax), Random.Range(BMin, BMax), 1); // else // colors[j] = new Color(Random.Range(1 - RMin, 1 - RMax), Random.Range(1 - GMin, 1 - GMax), Random.Range(1 - BMin, 1 - BMax), 1); //} //for (int i = 0; i < times.Length; i++) //{ // times[i] = Random.Range(240, 375); //} }
public void SaveColour() { // 03/02/2017 -> Lewis -> Updated code so now the colours are stored in a color array rather individual strings. // I have commented the original code in for now, so if we need to revert back to the old way we can do it quickly. // find the objects player1Color = GameObject.Find("Player1Text").GetComponent <Text>().color; player2Color = GameObject.Find("Player2Text").GetComponent <Text>().color; // set playerPrefs based on value toString() //PlayerPrefs.SetString("Team0Colour", player1Color.ToString()); //PlayerPrefs.SetString("Team1Colour", player2Color.ToString()); Color[] playerColors = new Color[2]; playerColors[0] = player1Color; playerColors[1] = player2Color; PlayerPrefsX.SetColorArray("PlayerColors", playerColors); }
private void SavePresets() { if (colorPages != null) { int colorsCount = 0; foreach (var cp in colorPages) { colorsCount += cp.PageColors.Count; } var colors = new List <Color>(); foreach (var cp in colorPages) { colors = colors.Concat(cp.PageColors).ToList(); } var presets = new Color[colorsCount]; for (int i = 0; i < colors.Count; i++) { presets[i] = colors.ElementAt(i); } PlayerPrefsX.SetColorArray(COLOR_PRESETS_KEY, presets); } }
/// <summary> /// Set list color to ArrayPrefs. /// </summary> /// <param name="list"></param> /// <param name="t"></param> public void SetColorArr(List <Color> list, PlayerPrefsKeys t) { PlayerPrefsX.SetColorArray(t.ToString( ), list.ToArray( )); }