示例#1
0
    public static void SavePlayer(CreateCharacter player, string saveSlot)
    {
        BinaryFormatter formatter = new BinaryFormatter();
        string          path      = Application.persistentDataPath + "/" + saveSlot + ".txt";
        FileStream      stream    = new FileStream(path, FileMode.Create);

        Player_data data = new Player_data(player);

        formatter.Serialize(stream, data);
        stream.Close();
    }
示例#2
0
    private void Start()
    {
        SwitchStatement();
        foreach (string s in PlayerClasses)
        {
            max++;
        }
        Player_data data = SaveSys.LoadPlayerWithSave(saveSlot);

        if (data == null)
        {
            saveSlot = "saveSlot1";
        }
        lvl = 1;
    }
示例#3
0
    public void LoadPlayer()
    {
        Player_data data1 = SaveSys.LoadPlayerWithSave("saveSlot1");

        lvl = data1.lvl + 1;
        if (data1 == null)
        {
            LoadMenu1.SetActive(false);
        }
        if (data1 != null)
        {
            createMenu1.SetActive(false);
            Nametext.GetComponent <TextMeshProUGUI>().text   = data1.Name;
            ClasAndlvl.GetComponent <TextMeshProUGUI>().text = data1.classesString + " LVL. " + lvl;
        }
    }
示例#4
0
    public static Player_data LoadPlayerWithSave(string save)
    {
        string path = Application.persistentDataPath + "/" + save + ".txt";

        if (File.Exists(path))
        {
            BinaryFormatter formatter = new BinaryFormatter();
            FileStream      stream    = new FileStream(path, FileMode.Open);

            Player_data data = formatter.Deserialize(stream) as Player_data;
            stream.Close();
            return(data);
        }
        else
        {
            //Debug.Log("lul");
            return(null);
        }
    }
示例#5
0
    void Awake()
    {
        path = Path.Combine(Application.persistentDataPath, "Player_Data.json");

        if (!File.Exists(path))
        {
            //	int waitman = 50 ;
            File.CreateText(path).Dispose();

            //File.CreateText (path);
            //	File.Create (path);
            data.Power.SnailTime      = 0.6f;
            data.Power.PowerForward   = 0.75f;
            data.Power.Bike_Time      = 10;
            data.Power.SnailRate      = 20f;
            data.Power.PowerRate      = 15f;
            data.Profile.Money        = 200;
            data.Profile.Skill_Point  = 3;
            data.Profile.Money        = 1500;
            data.Power.healDuration   = 10;
            data.Power.TankTime       = 10;
            data.Store.Tank           = 2;
            data.Profile.InhaleRate   = 20;
            data.Profile.Instructions = true;

            SaveData();
        }


        weather = Random.Range(0, 2);
        print("Weather is " + weather);


        string data1 = File.ReadAllText(path);

        data = JsonUtility.FromJson <Player_data>(data1);
        //	print (data.Time_factor.Food_Time);
    }
示例#6
0
 public void LoadPlayer()
 {
     unit.GetComponent <stats>().load_is_true = true;
     if (File.Exists(path))
     {
         Player_data_inGame dataInGame = SaveSys.LoadPlayerWithSaveInGame("saveSlot1");
         xp          = dataInGame.xp;
         Intellect   = dataInGame.Intellect;
         Agility     = dataInGame.Agility;
         Strength    = dataInGame.Strength;
         Stamina     = dataInGame.Stamina;
         PlayerClass = dataInGame.classesString;
         Name        = dataInGame.Name;
         saveSlot    = dataInGame.saveSlot;
         lvl         = dataInGame.lvl;
         character   = dataInGame.character;
         position.x  = dataInGame.position[0];
         position.y  = dataInGame.position[1];
         position.z  = dataInGame.position[2];
     }
     else
     {
         Player_data data = SaveSys.LoadPlayerWithSave("saveSlot1");
         character      = data.character;
         Intellect      = data.Intellect;
         Agility        = data.Agility;
         Strength       = data.Strength;
         Stamina        = data.Stamina;
         PlayerClass    = data.classesString;
         playerClassInt = data.classesInt;
         Name           = data.Name;
         saveSlot       = data.saveSlot;
         lvl            = data.lvl;
     }
     Debug.Log(Application.persistentDataPath);
 }