public void LoadGame() { var jsonFormatData = saveSystem.LoadData(); if (String.IsNullOrEmpty(jsonFormatData)) { return; } SaveDataSerialization saveData = JsonUtility.FromJson <SaveDataSerialization>(jsonFormatData); structureManager.ClearMap(); foreach (var structureData in saveData.structuresData) { Vector3Int position = Vector3Int.RoundToInt(structureData.position.GetValue()); if (structureData.buildingType == CellType.Road) { roadManager.PlaceRoad(position); roadManager.FinishPlacingRoad(); } else { structureManager.PlaceLoadedStructure(position, structureData.buildingPrefabindex, structureData.buildingType); } } }
private void AddMoneyToSaveFile(int amount) { PlayerData data = SaveSystem.LoadData(); data.SetMoney(data.GetMoney() + amount); SaveSystem.SaveData(data); }
void OnEnable() { sr = GetComponentInChildren <SpriteRenderer>(); particleSystem = GetComponentInChildren <ParticleSystem>(); psr = GetComponentInChildren <ParticleSystemRenderer>(); setSkinToRenderer(); level = SceneManager.GetActiveScene().buildIndex; if (File.Exists(SaveSystem.path)) { PlayerData data = SaveSystem.LoadData(); if (data.highestLevel < level) { skin = data.skin; highestLevel = level; coin = data.totalCoin; SaveSystem.SaveData(this); } skin = data.skin; playerSkin.sprite = Resources.Load <Sprite>("Skins/" + data.skin); } else { highestLevel = 1; } selectMaterial(skin); psr.material = new Material(selectedMaterial); }
public static void Load() { Debug.Log("start"); if (SaveSystem.LoadData() != null) { DataSaved data = SaveSystem.LoadData(); bool[] checkers = data.GetBooleans(); float[] stats = data.GetStats(); move = checkers[0]; newGame = checkers[1]; trainingLvl = checkers[2]; lvl1 = checkers[3]; lvl2 = checkers[4]; lvl3 = checkers[5]; teleport = checkers[6]; playerHealth = stats[0]; tpTime = stats[1]; playerDamage = stats[2]; alienBossHealth = stats[3]; skeletonBossHealth = stats[4]; } else { Debug.Log("not not"); } }
void Start() { Screen.sleepTimeout = SleepTimeout.NeverSleep; ConnectionData data = SaveSystem.LoadData(); if (data == null) { SaveSystem.SaveData(defaultClientAddress, new List <float>()); address = defaultClientAddress; tempData = new List <float>(); } else { address = data.ip; inputClientIP.text = data.ip; tempData = data.prevData; foreach (float value in tempData) { chart.AddXAxisData("x" + chartPos); chartPos++; chart.AddData(0, value); } } initListenerThread(); sendClientHandshake(); }
// Start is called before the first frame update void Start() { if (SaveSystem.LoadData() != null) { LoadData(); } else { data = new LevelData(fewestDeaths, fastestTime, totalDeaths, totalTime); } //currentLevelIndex = 0; currentLevelDeaths = 0; currentLevelTime = 0f; //totalDeaths.Add(40); //fewestDeaths.Add(10); //totalTime.Add(412.88f); //fastestTime.Add(12.52f); //totalDeaths.Add(500); //fewestDeaths.Add(9); //totalTime.Add(599f); //fastestTime.Add(2.45f); }
public void LoadLevel() { SaveData saveData; if (SaveSystem.LoadData() != null) { saveData = SaveSystem.LoadData(); switch (saveData.level) { case 1: sceneController.changeScene("LevelGame"); break; case 2: sceneController.changeScene("LevelGame2"); break; case 3: sceneController.changeScene("LevelGame3"); break; default: sceneController.changeScene("Introduction"); break; } } }
private void Awake() { if (instance == null) { instance = this; } else { Destroy(gameObject); } DontDestroyOnLoad(gameObject); data = SaveSystem <PlayerData> .LoadData("player"); if (data == null) { data = new PlayerData { goldAmount = 0, currentLevel = 1, cubeColor = new SerializableColor(defaultCubeColor) }; SaveSystem <PlayerData> .SaveData(data, "player"); } }
private void Awake() { if (current != null && current != this) { Destroy(gameObject); return; } current = this; DontDestroyOnLoad(gameObject); SaveData saveData = SaveSystem.LoadData(); if (saveData != null) { _levelNumber = saveData.levelNumber; } // -1 because first scene (0) is empty int sceneCount = (SceneManager.sceneCountInBuildSettings - 1); int cycleNumber = Mathf.FloorToInt((_levelNumber - 1) / sceneCount); if (cycleNumber > 0 && _levelNumber != sceneCount) { _sceneIndex = _levelNumber - cycleNumber * sceneCount; } else { _sceneIndex = _levelNumber; } SceneManager.LoadScene(_sceneIndex); }
private void Awake() { if (instance == null) { instance = this; backgroundMusicTime = SaveSystem <float> .LoadData("musicTime"); if (backgroundMusicTime == null) { backgroundMusicTime = 0f; } backgroundMusicSource.time = (float)backgroundMusicTime; } else { Destroy(gameObject); } DontDestroyOnLoad(gameObject); foreach (Sound s in sounds) { s.source = gameObject.AddComponent <AudioSource>(); } }
public void Awake() { PlayerData data = SaveSystem.LoadData(); switch (upgradeNumber) { case 0: level = GameManager.instance.GetUpgradeLevels(GameManager.Upgrade.scoreMultiplier); break; case 1: level = GameManager.instance.GetUpgradeLevels(GameManager.Upgrade.temperatureSpeed); break; case 2: level = GameManager.instance.GetUpgradeLevels(GameManager.Upgrade.snowflake); break; case 3: level = GameManager.instance.GetUpgradeLevels(GameManager.Upgrade.fishMagnet); break; default: break; } CalculateCost(); }
public void LoadData() { GameData data = SaveSystem.LoadData(); coins = data.coins; Debug.Log("Data loaded"); }
void Start() { DodiData data = SaveSystem.LoadData(); if (PlayerPrefs.GetString("activeGame").Equals("water")) { correctScore = data.currentQuestionsListPro.ElementAt(data.questionIndexPro).Value; } question.text = "Frage: " + data.currentQuestionsListPro.ElementAt(data.questionIndexPro).Key; answer.text = "Antwort: " + correctScore.ToString() + "%"; playerList = new Dictionary <string, float>(); differenceList = new Dictionary <string, float>(); for (int i = 1; i < 5; i++) { playerList.Add(PlayerPrefs.GetString(i.ToString()), PlayerPrefs.GetFloat(PlayerPrefs.GetString(i.ToString()))); differenceList.Add(playerList.ElementAt(i - 1).Key, Math.Abs(correctScore - playerList.ElementAt(i - 1).Value)); } var sortedList = from entry in differenceList orderby correctScore - entry.Value descending select entry; player1.text = "Platz 1: " + sortedList.ElementAt(0).Key + ": " + Math.Round(sortedList.ElementAt(0).Value, 2).ToString().Trim('[', ']') + "% unterschied"; player2.text = "Platz 2: " + sortedList.ElementAt(1).Key + ": " + Math.Round(sortedList.ElementAt(1).Value, 2).ToString().Trim('[', ']') + "% unterschied"; player3.text = "Platz 3: " + sortedList.ElementAt(2).Key + ": " + Math.Round(sortedList.ElementAt(2).Value, 2).ToString().Trim('[', ']') + "% unterschied"; player4.text = "Platz 4: " + sortedList.ElementAt(3).Key + ": " + Math.Round(sortedList.ElementAt(3).Value, 2).ToString().Trim('[', ']') + "% unterschied"; }
private void Awake() { saveData = SaveSystem.LoadData(); unlocked = saveData.unlocked; Application.targetFrameRate = 60; }
/// <summary> /// Loads previously saved game data into the active savables. /// </summary> /// <param name="saveFileName">Save file to load from. Expects /// a file extension (.savedata). Defaults to saveFile.savedata.</param> public static void LoadGame(string saveFileName = SAVE_DATA_FILE_NAME) { // Get the active savables IEnumerable <ISavable> savables = SaveSystem.Savables; // Load the previously saved data SaveData savedData = SaveSystem.LoadData <SaveData>(SAVE_FOLDER_NAME + "/" + saveFileName); // If we successfully loaded the data if (savedData != null) { // Get the enumerator of the savable's data from the loaded SaveData Dictionary <string, object> .Enumerator savedObjEnumerator = savedData.SavedStates; do { KeyValuePair <string, object> curPair = savedObjEnumerator.Current; // Find the savable with the correct ID for the current pair foreach (ISavable singleSavable in savables) { if (singleSavable.GetID() == curPair.Key) { // Load the data for that savable and break out of the inner loop singleSavable.Load(curPair.Value); break; } } // Loop over the enumerator while it has next } while (savedObjEnumerator.MoveNext()); } // Failed to load the previously saved data else { Debug.Log("No previously saved data found"); } }
private void SetMoneyOnSaveFile(int amount) { PlayerData data = SaveSystem.LoadData(); data.SetMoney(amount); SaveSystem.SaveData(data); }
public void ContinuePlaying() { SoundManager.PlaySound(SoundManager.Audio.Click); PlayerData data = SaveSystem.LoadData(); DataManager.Instance.SelectedLevel = (data != null) ? data.CurrentLevel : 0; SceneManager.LoadScene((int)GameConfigData.Scene.Game); }
public void LoadData() { data = SaveSystem.LoadData(); fewestDeaths = data.fewestDeaths; fastestTime = data.fastestTime; totalDeaths = data.totalDeaths; totalTime = data.totalTime; }
public void ReloadData() { PlayerData data = SaveSystem.LoadData(); tutorialDone = data.finishedTutorial; fish = data.fish; Gfish = data.Gfish; }
public void LoadMoneyData() { SaveData data = SaveSystem.LoadData(); if (data != null) { gameObject.GetComponent <Shop_Buttons>().sound = data.PlayMusic; gameObject.GetComponent <Shop_Buttons>().volumeSlider.value = data.Volume; vaultLevel = data.VaultLevel; CPJUpgradeCost = data.CoinsPerJumpUpgradeCost; CPJUpgradeAmount = data.CoinsPerJumpUpgradeAmount; CPJ = data.CoinsPerJump; jumpLevel = data.JumpLevel; magnetCollider.enabled = data.MagnetEnabled; magnetRadius = data.MagnetRadius; magnetIndex = data.MagnetIndex; APS = data.AutoPerSecond; autoUpgradeCost = data.AutoCost; autoUpgradeAmount = data.AutoUpgradeAmount; autoIndex = data.AutoIndex; autoOwned = data.AutoOwned; coinChance = data.CoinChance; coinChanceUgradeAmountIndex = data.CoinChanceUpgradeAmountIndex; CPH = data.CoinsPerHit; swordUpgradeCPH = data.SwordUpgradeAmountCPH; swordUpgradeCost = data.SwordUpgradeCost; swordLevel = data.SwordLevel; luckyValue = data.LuckyValue; luckyValueIndex = data.LuckyValueIndex; luckyChance = data.LuckyChance; luckyChanceIndex = data.LuckyChanceIndex; cash = data.Cash; } else { magnetCollider.enabled = false; CPH = 1; CPJ = 1; CPJUpgradeAmount = 1 / 10.0f; CPJUpgradeCost = 20; swordUpgradeCost = 50; swordUpgradeCPH = 1 / 8.0f; jumpLevel = 1; swordLevel = 1; APS = 0; autoUpgradeAmount = rate[0]; autoUpgradeCost = baseCostAuto[0]; coinChance = 10; vaultLevel = 1; luckyValue = 500; luckyValueIndex = 0; luckyChance = 4; luckyChanceIndex = 0; coinChanceUgradeAmountIndex = 0; magnetRadius = 0; magnetIndex = 0; } }
public void Load() { Serialization data = SaveSystem.LoadData(); Perlinsample = data.Perlinsample; CatLoc = data.CatLoc; RnumberPerlin = data.RnumberPerlin; CatStatsList = data.CatStatsList; }
private void Awake() { if (!inEditMode) { saveData = SaveSystem.LoadData(); curShipData = saveData.shipData[saveData.currentShipID]; AssembleShip(curShipData); } }
public void LoadPlan() { UserData data = SaveSystem.LoadData(); foreach (InputField inputField in FindObjectsOfType <InputField>()) { inputField.text = data.inputFieldText[0]; } }
private void Start() { data = SaveSystem.SaveExists(dataFileName) ? SaveSystem.LoadData <Data>(dataFileName) : new Data(); UpgradesManager.instance.StartUpgradeManager(); TeamSelectManager.instance.StartTeamSelectManager(); }
public void LoadData() { PlayerData data = SaveSystem.LoadData(); endingCount = data.endingsCompleted; savedScene = data.savedLevel; endingFlags = data.endingFlags; sceneHistory = data.history; }
public void LoadGameData() { gameData = SaveSystem.LoadData <GameData>(saveFile); if (gameData == null) { ResetGameData(); } }
private void _Load() { if (File.Exists(path)) { SaveScore data = SaveSystem.LoadData <SaveScore>(path); score = data.score; textOut.text = "" + score; } }
public void LoadLevel() { LevelData data = SaveSystem.LoadData(); Vector2 position; position.x = data.position[0]; position.y = data.position[1]; transform.position = position; }