//Will print an examepl of use of the localization system. void Awake() { #if UNITY_EDITOR savedData = AssetDatabase.LoadAssetAtPath<SavedData>(SAVE_PATH); if (savedData == null) { savedData = ScriptableObject.CreateInstance<SavedData> (); AssetDatabase.CreateAsset (savedData, SAVE_PATH); } #endif if (g_instance == null) { g_instance = this; } else { Debug.Log("Localizater already initialized... Destroying duplicate."); } DontDestroyOnLoad(this.gameObject); #if UNITY_EDITOR Debug.Log("Attempt at translating unrecognized word: " + IDToWord("StartMessage")); #endif }
// Use this for initialization void Start() { gold = save.stats; gold.boolArraySize("skins", images.Length); gold.getBought("skins", images); selected = gold.getSelected("skins"); }
// Use this for initialization void Start() { //DELETE THIS BEFORE RELEASE Data temp = GameObject.FindGameObjectWithTag("Load").GetComponent<Data>(); Debug.Log("1"); if (!temp.loaded) { Debug.Log("2"); string s = PlayerPrefs.GetString(ADDRESS, "FIRST!"); Debug.Log(s); if (!s.Equals("FIRST!")) { StringReader status = new StringReader(s); stats = (SavedData)serialize.Deserialize(status); Debug.Log(stats.gold); } else { stats = new SavedData(); Debug.Log("no"); } temp.setStats(stats); } }
// BE SURE TO PUT THIS IN AWAKE SO IT CAN BE INITIALIZED BEFORE BEING USED. void Awake() { DontDestroyOnLoad(this); savedData = AssetDatabase.LoadAssetAtPath<SavedData>(SAVE_PATH); if (savedData == null) { savedData = ScriptableObject.CreateInstance<SavedData>(); AssetDatabase.CreateAsset(savedData, SAVE_PATH); } }
//Will print an examepl of use of the localization system. void Start() { GameObject.DontDestroyOnLoad (gameObject); savedData = AssetDatabase.LoadAssetAtPath<SavedData>(SAVE_PATH); if (savedData == null) { savedData = ScriptableObject.CreateInstance<SavedData> (); AssetDatabase.CreateAsset (savedData, SAVE_PATH); } }
public static bool Load() { string filePath = Application.persistentDataPath + "/savedGame.sav"; if(File.Exists(filePath)) { BinaryFormatter bf = new BinaryFormatter(); FileStream file = File.Open(Application.persistentDataPath + "/savedGame.sav", FileMode.Open); SavedData.Data = (SavedData)bf.Deserialize(file); file.Close(); return true; } return false; }
void Awake() { Data temp=GameObject.FindGameObjectWithTag("Load").GetComponent<Data>(); if (temp == null) { Debug.Log("Failed"); } else { Debug.Log("Success"); this.stats = temp.get(); Debug.Log(stats); } }
//Will print an examepl of use of the localization system. void Awake() { savedData = AssetDatabase.LoadAssetAtPath<SavedData>(SAVE_PATH); if (savedData == null) { savedData = ScriptableObject.CreateInstance<SavedData> (); AssetDatabase.CreateAsset (savedData, SAVE_PATH); } Debug.Log ("Untranslated word: Meow [Invalid]"); Debug.Log ("Attempt at translating unrecognized word: " + IDToWord("Meow")); Debug.Log ("Untranslated word: Banane [Valid]"); Debug.Log ("Attempt at translating unrecognized word: " + IDToWord("Banane")); Debug.Log ("Untranslated word: Fraise [Fallback]"); Debug.Log ("Attempt at translating unrecognized word: " + IDToWord("Fraise")); }
private void Awake() { SavedData.LoadGame(); }
/// <summary> /// Award the player a daily play reward and set the next reward timestamp to the next day. /// </summary> public void ClaimDailyPlayReward(SaveLoadManager saveLoadManager, SavedData savedData) { saveLoadManager.SetLastRewardTime(System.DateTime.Today.ToString()); totalScore += dailyPlayRewardScore; }
// Update is called once per frame void Update() { gold = save.stats; t.text = "Current Gold: " + gold.get(); }
public static void ShowWindow() { SavedData.DeleteData(); }
/// <summary> /// Save data persistently on device. /// </summary> public void SaveData(SavedData savedData) { PlayerPrefs.SetInt(saveFileExistsKey, 1); PlayerPrefs.SetString(saveFileKey, savedData.CreateSavedString()); PlayerPrefs.Save(); }
/// <summary> /// Расчет маршрутов для маячка /// </summary> /// <param name="landmark_index">Маяк</param> /// <param name="file_name">Файл для маршрутов из маяка</param> /// <param name="distans">Максимальное расстояние от маяка</param> /// <returns>Кол-во просмотренных вершин</returns> public long FullInfo(long landmark_index, string file_name, double distans = -1) { long count = 0; FileStream fs = new FileStream(file_name + "_" + landmark_index + ".txt", FileMode.OpenOrCreate, FileAccess.Write); using (StreamWriter writer = new StreamWriter(fs)) { string value = "< landmar=" + landmark_index + ">" + Environment.NewLine; writer.Write(value); List <SavedData> Not_Look = new List <SavedData>(); //List<SavedData> Look = new List<SavedData>(); Dictionary <long, List <Dict_data> > Look_D = new Dictionary <long, List <Dict_data> >(); Dictionary <long, double> check = new Dictionary <long, double>(); AddOutData(ref Not_Look, landmark_index, -1, ref check); SavedData temp = GetMin(Not_Look); SetCost(temp.index, temp.real_cost); //double distans = 0; long last_ind = -1; long last_ind_root = -1; //Look.Add(temp); Look_D.Add(temp.index, new List <Dict_data>()); Look_D[temp.index].Add(new Dict_data(temp.index_root, temp.real_cost)); last_ind = temp.index; last_ind_root = temp.index_root; Not_Look.Remove(temp); while (Not_Look.Count > 0) { AddOutData(ref Not_Look, last_ind, last_ind_root, ref check); temp = GetMin(Not_Look); if (distans > -1) { if (temp.cost > distans) { Not_Look.Remove(temp); break; } } SetCost(temp.index, temp.real_cost); if (Look_D.ContainsKey(temp.index)) { Look_D[temp.index].Add(new Dict_data(temp.index_root, temp.real_cost)); } else { Look_D.Add(temp.index, new List <Dict_data>()); Look_D[temp.index].Add(new Dict_data(temp.index_root, temp.real_cost)); } last_ind = temp.index; last_ind_root = temp.index_root; Not_Look.Remove(temp); } long[] index = new long[Look_D.Keys.Count]; Look_D.Keys.CopyTo(index, 0); string path_id = landmark_index + "_"; //long id = 0; Dictionary <long, string> paths = new Dictionary <long, string>(); for (int i = 0; i < index.Length; i++) { // List<Dict_data> somelist = Look_D[index[index.Length - 1]]; if (index[i] != landmark_index) { count++; value = "\t< " + index[i] + " / " + Look_D[index[i]][Dict_data.GetMin(Look_D[index[i]])].index_root + " >" + Environment.NewLine; //Устарело /*paths.Add(index[i], path_id + id.ToString()); * value = "\t< " + path_id + id.ToString() + " " + index[i] + " way=\""; * id++; * List<long> way = new List<long>(); * way.Add(index[i]); * while (way.Last() != landmark_index) * { * long next_index = Look_D[way.Last()][Dict_data.GetMin(Look_D[way.Last()])].index_root; * if (paths.ContainsKey(next_index)) * { * value += paths[next_index] + ","; * break; * } * else * way.Add(next_index); * } * way.Reverse(); * foreach (long ind in way) * value += ind + ","; * value.TrimEnd(','); * value += "\" >" + Environment.NewLine; */ writer.Write(value); } } //writer.Write(Environment.NewLine+"Кол-во вершин"+count); } fs.Dispose(); return(count); }
public void Init(SavedData savedData) { totalScore = savedData.GetTotalScore(); }
public SavedData GetSavedData() { SavedData savedData = JsonUtility.FromJson <SavedData>(PlayerPrefs.GetString("data")); return(savedData); }
private void Awake() { if (SaveGame.instance != null) { return; } instance = this; if (_deleteSaveData) { DeleteSaveGame(); return; } SavedData savedData = JsonUtility.FromJson <SavedData>(PlayerPrefs.GetString("data")); _savedData = savedData; List <InventoryAmmoMount> ammos = new List <InventoryAmmoMount>(); List <InventoryConsumableMount> consumables = new List <InventoryConsumableMount>(); List <Messages> messages = new List <Messages>(); if (_playerInventory != null && savedData != null) { if (savedData.rifle1.index != -1) { _playerInventory.rifle1.item = _inventoryWeapons[savedData.rifle1.index]; _playerInventory.rifle1.rounds = savedData.rifle1.rounds; } if (savedData.rifle2.index != -1 && _inventoryWeapons.Count > savedData.rifle2.index) { _playerInventory.rifle2.item = _inventoryWeapons[savedData.rifle2.index]; _playerInventory.rifle2.rounds = savedData.rifle2.rounds; } if (savedData.handgun.index != -1 && _inventoryWeapons.Count > savedData.handgun.index) { _playerInventory.handgun.item = _inventoryWeapons[savedData.handgun.index]; _playerInventory.handgun.rounds = savedData.handgun.rounds; } if (savedData.melee.index != -1 && _inventoryWeapons.Count > savedData.melee.index) { _playerInventory.melee.item = _inventoryWeapons[savedData.melee.index]; } foreach (SavedSingleData savedSingleData in savedData.inventoryList) { switch (savedSingleData.type) { case DataType.Ammo: if (_inventoryAmmos.Count > savedSingleData.index) { InventoryAmmoMount ammoMount = new InventoryAmmoMount(); ammoMount.rounds = savedSingleData.rounds; ammoMount.item = _inventoryAmmos[savedSingleData.index]; ammos.Add(ammoMount); } break; case DataType.Consumable: if (_inventoryConsumables.Count > savedSingleData.index && _inventoryConsumables[savedSingleData.index] != null && _inventoryConsumables[savedSingleData.index].collectableConsumable.canSave) { InventoryConsumableMount consumableMount = new InventoryConsumableMount(); consumableMount.item = _inventoryConsumables[savedSingleData.index]; // Now we alter the game progress // Before adding each consumable, we need to make sure that the progress states associated with the mare registered List <GameProgress> progressStates = consumableMount.item.collectableConsumable.progressStates; ProgressManager progressManager = FindObjectOfType <ProgressManager>(); if (progressStates.Count > 0 && progressManager != null) { foreach (GameProgress gameProgress in progressStates) { progressManager.SetProgress(gameProgress.key, gameProgress.value); } } consumables.Add(consumableMount); } break; case DataType.Message: if (_messages.Count > savedSingleData.index) { Messages message = _messages[savedSingleData.index]; messages.Add(message); } break; } _playerInventory.ammo = ammos; _playerInventory.consumables = consumables; _playerInventory.messages = messages; } if (_healthSharedFloat != null) { _healthSharedFloat.value = savedData.health; } if (_staminaSharedFloat != null) { _staminaSharedFloat.value = savedData.stamina; } if (_infectionSharedFloat != null) { _infectionSharedFloat.value = savedData.infection; } // We only load the player position if the last saved scene is the same as the current scene // So that we dont load the player in a random position when he just entered the map from another map // We can only load the player's positon when we are in wasteland GoneWrong.Player player = FindObjectOfType <GoneWrong.Player>(); if (player != null && _savedData.currentScene == SceneManager.GetActiveScene().buildIndex && SceneManager.GetActiveScene().name == "Wasteland") { CharacterController playerCharacterController = player.GetComponent <CharacterController>(); playerCharacterController.enabled = false; if (savedData.playerPosition != Vector3.zero) { FlashlightLight flashLight = FindObjectOfType <FlashlightLight>(); // We should also put the flash light in place Vector3 differenceWithFlashLight = player.transform.position - flashLight.transform.position; player.transform.position = savedData.playerPosition; flashLight.transform.position = player.transform.position - differenceWithFlashLight; } if (savedData.playerRotation != Quaternion.identity) { player.transform.rotation = savedData.playerRotation; } playerCharacterController.enabled = true; } // Now for the collectable items // We check if we already saved the data for the current scene: SceneData sceneData = null; switch (SceneManager.GetActiveScene().name) { case "Hospital": sceneData = savedData.hospitalSceneData; break; case "Wasteland": sceneData = savedData.wasteLandData; break; case "Tunnels": sceneData = savedData.tunnelsSceneData; break; case "Underground": sceneData = savedData.undergroundSceneData; break; } if (sceneData != null && sceneData.savedBefore) { // We change the skybox and the fog depending on what is stored in the sceneData switch (sceneData.dayTime) { case DayTime.Night: RenderSettings.fogDensity = 0f; RenderSettings.skybox = null; break; case DayTime.Mist: if (_fogSkyBox != null) { RenderSettings.fogDensity = 0.35f; RenderSettings.skybox = _fogSkyBox; } break; } // We already saved the scene before. So we destroy all the collectableItems in the scene CollectableConsumable[] collectableConsumables = FindObjectsOfType <CollectableConsumable>(); foreach (CollectableConsumable collectableConsumable in collectableConsumables) { if (collectableConsumable.canSave) { Destroy(collectableConsumable.gameObject); } } CollectableAmmo[] colectableAmmos = FindObjectsOfType <CollectableAmmo>(); foreach (CollectableAmmo collectableAmmo in colectableAmmos) { if (collectableAmmo.canSave) { Destroy(collectableAmmo.gameObject); } } // Then we instantiate all the remaining collectable Items that were present when saving the data foreach (SceneCollectableItem sceneCollectableItem in sceneData.collectableItems) { // If we have the collectable item in list of collectable items if (sceneCollectableItem.index != -1) { // Then we instantiate the collectable item from the inventory scriptable object in our list if (sceneCollectableItem.type == DataType.Consumable) { if (_inventoryConsumables[sceneCollectableItem.index].collectableConsumable != null // check if we can instantiate it in the first place && _inventoryConsumables[sceneCollectableItem.index].collectableConsumable.canSave) { CollectableConsumable tmp = Instantiate(_inventoryConsumables[sceneCollectableItem.index].collectableConsumable); if (sceneCollectableItem.parentName != "") { Transform parent = GameObject.Find(sceneCollectableItem.parentName).transform; if (parent != null) { tmp.transform.parent = parent; } tmp.transform.localPosition = sceneCollectableItem.localPosition; tmp.transform.localRotation = sceneCollectableItem.localRotation; } } } else if (sceneCollectableItem.type == DataType.Ammo) { if (_inventoryConsumables[sceneCollectableItem.index].collectableConsumable != null) { CollectableAmmo tmp = Instantiate(_inventoryAmmos[sceneCollectableItem.index].collectableAmmo); if (sceneCollectableItem.parentName != "") { Transform parent = GameObject.Find(sceneCollectableItem.parentName).transform; if (parent != null) { tmp.transform.parent = parent; } tmp.transform.localPosition = sceneCollectableItem.localPosition; tmp.transform.localRotation = sceneCollectableItem.localRotation; } } } } } // Now we check the remaining zombies // Each zombie whose name doesn't belong to the list of the remaining zombies, will be deactivated if (_saveZombies) { AIStateMachine[] stateMachines = FindObjectsOfType <AIStateMachine>(); foreach (AIStateMachine stateMachine in stateMachines) { int index = 0; bool foundZombie = false; do { if (sceneData.remainingZombies.Count > index && stateMachine.transform.name == sceneData.remainingZombies[index]) { foundZombie = true; } index++; } while (index < sceneData.remainingZombies.Count && !foundZombie); // If we didn't find the zombie in our list, we destroy him if (!foundZombie) { Destroy(stateMachine.gameObject); //stateMachine.gameObject.SetActive(false); } } } // Handling progress objects (activating and deactivating them, then setting their position) foreach (ProgressObject progressObject in sceneData.progressObjects) { if (progressObject.index != -1 && _progressObjects.Count > progressObject.index) { Transform sceneProgressObject = _progressObjects[progressObject.index]; if (sceneProgressObject != null) { sceneProgressObject.gameObject.SetActive(progressObject.active); sceneProgressObject.transform.position = progressObject.position; sceneProgressObject.transform.rotation = progressObject.rotation; } } } PlayerHUD playerHud = PlayerHUD.instance; if (playerHud == null) { playerHud = FindObjectOfType <PlayerHUD>(); } if (playerHud != null) { playerHud.ChangeLevelObjectiveText(sceneData.nextObjective); } CarHUD carHUD = CarHUD.instance; if (carHUD == null) { carHUD = FindObjectOfType <CarHUD>(); } if (carHUD != null) { carHUD.ChangeLevelObjectiveText(sceneData.nextObjective); } } } }
public void ResetData() { SavedData.data = new SaveFile(); SavedData.SaveGame(); }
public void CloseApplication() { SavedData.SaveGame(); Application.Quit(); }
public void SaveReturn() { SetCountdownSettings(); SavedData.SaveGame(); SceneManager.LoadScene("Main"); }
public void Save(int nextSceneIndex = -1) { SavedData savedData = new SavedData(); // We save the current scene (or the last scene) instead of the next one when the scene index is either not set or when we are going back to main menu // Or when the next scene is nightmare // Or when it's the end chapter or the final suicide scene // When the next scene index is not set, it means we are saving data in wasteland, so we save the data for the current scene. int nightmareSceneIndex = SceneManager.GetSceneByName("Nightmare").buildIndex; int chapter1EndSceneIndex = SceneManager.GetSceneByName("Chapter 1 End").buildIndex; int suicideSceneIndex = SceneManager.GetSceneByName("Suicide Scene ").buildIndex; if (nextSceneIndex == -1 || nextSceneIndex == 0 || nextSceneIndex == nightmareSceneIndex || nextSceneIndex == chapter1EndSceneIndex || nextSceneIndex == suicideSceneIndex) { savedData.currentScene = SceneManager.GetActiveScene().buildIndex; } else { savedData.currentScene = nextSceneIndex; } // We get the corresponding scene items first SceneData sceneData = null; switch (SceneManager.GetActiveScene().name) { case "Hospital": sceneData = savedData.hospitalSceneData; break; case "Wasteland": sceneData = savedData.wasteLandData; break; case "Tunnels": sceneData = savedData.tunnelsSceneData; break; case "Underground": sceneData = savedData.undergroundSceneData; break; } if (_playerInventory != null) { List <InventoryWeaponMount> weaponMounts = new List <InventoryWeaponMount>(); weaponMounts.Add(_playerInventory.rifle1); weaponMounts.Add(_playerInventory.rifle2); weaponMounts.Add(_playerInventory.handgun); weaponMounts.Add(_playerInventory.melee); for (int i = 0; i < weaponMounts.Count; i++) { if (weaponMounts[i].item == null) { continue; } bool foundWeapon = false; int index = 0; do { if (weaponMounts[i].item == _inventoryWeapons[index]) { foundWeapon = true; SavedSingleData savedSingleData = new SavedSingleData(); savedSingleData.type = DataType.Weapon; savedSingleData.index = index; savedSingleData.rounds = weaponMounts[i].rounds; if (i == 0) { savedData.rifle1 = savedSingleData; } else if (i == 1) { savedData.rifle2 = savedSingleData; } else if (i == 2) { savedData.handgun = savedSingleData; } else if (i == 3) { savedData.melee = savedSingleData; } } index++; } while (!foundWeapon && index < _inventoryWeapons.Count); } foreach (InventoryAmmoMount ammoMount in _playerInventory.ammo) { bool foundAmmo = false; int index = 0; do { if (ammoMount.item == _inventoryAmmos[index]) { foundAmmo = true; if (ammoMount.item.collectableAmmo.canSave) { SavedSingleData savedSingleData = new SavedSingleData(); savedSingleData.type = DataType.Ammo; savedSingleData.index = index; savedSingleData.rounds = ammoMount.rounds; savedData.inventoryList.Add(savedSingleData); } } index++; } while (!foundAmmo && index < _inventoryAmmos.Count); } foreach (InventoryConsumableMount consumableMount in _playerInventory.consumables) { bool foundConsumable = false; int index = 0; do { if (consumableMount.item == _inventoryConsumables[index]) { foundConsumable = true; if (consumableMount.item.collectableConsumable.canSave) { SavedSingleData savedSingleData = new SavedSingleData(); savedSingleData.type = DataType.Consumable; savedSingleData.index = index; savedData.inventoryList.Add(savedSingleData); } } index++; } while (!foundConsumable && index < _inventoryConsumables.Count); } foreach (Messages message in _playerInventory.messages) { bool foundMessage = false; int index = 0; do { if (message == _messages[index]) { foundMessage = true; SavedSingleData savedSingleData = new SavedSingleData(); savedSingleData.type = DataType.Message; savedSingleData.index = index; savedData.inventoryList.Add(savedSingleData); } index++; } while (!foundMessage && index < _messages.Count); } if (_healthSharedFloat != null) { savedData.health = _healthSharedFloat.value; } if (_staminaSharedFloat != null) { savedData.stamina = _staminaSharedFloat.value; } if (_infectionSharedFloat != null) { savedData.infection = _infectionSharedFloat.value; } } // Now we are about to save the scene items: if (sceneData != null && sceneData.collectableItems != null) { // Now saving the night sky and the fog sceneData.dayTime = RenderSettings.fog ? DayTime.Mist : DayTime.Night; CollectableConsumable[] consumables = FindObjectsOfType <CollectableConsumable>(); // We save the remaining collectable consumables foreach (CollectableConsumable consumable in consumables) { // Some key items are set to never be saved. They are managed by progress states if (!consumable.canSave) { continue; } SceneCollectableItem sceneCollectableItem = new SceneCollectableItem(); sceneCollectableItem.type = DataType.Consumable; sceneCollectableItem.localPosition = consumable.transform.localPosition; sceneCollectableItem.localRotation = consumable.transform.localRotation; if (consumable.transform.parent != null) { sceneCollectableItem.parentName = consumable.transform.parent.name; } bool foundConsumable = false; int index = 0; do { if (consumable.consumableMount.item == _inventoryConsumables[index]) { foundConsumable = true; sceneCollectableItem.index = index; } index++; } while (!foundConsumable && index < _inventoryConsumables.Count); // Now that we got our scene collectable item data stored in an object, we add them to the corresponding scene sceneData.collectableItems.Add(sceneCollectableItem); } // Now we save the remaining collectable ammos: CollectableAmmo[] ammos = FindObjectsOfType <CollectableAmmo>(); foreach (CollectableAmmo ammo in ammos) { SceneCollectableItem sceneCollectableItem = new SceneCollectableItem(); sceneCollectableItem.type = DataType.Ammo; sceneCollectableItem.localPosition = ammo.transform.localPosition; sceneCollectableItem.localRotation = ammo.transform.localRotation; if (ammo.transform.parent != null) { sceneCollectableItem.parentName = ammo.transform.parent.name; } bool foundAmmo = false; int index = 0; do { if (ammo.ammoMount.item == _inventoryAmmos[index]) { foundAmmo = true; sceneCollectableItem.index = index; } index++; } while (!foundAmmo && index < _inventoryAmmos.Count); // Now that we got our scene collectable item data stored in an object, we add them to the corresponding scene sceneData.collectableItems.Add(sceneCollectableItem); } // Now we check for the remaining zombies: if (_saveZombies) { AIStateMachine[] stateMachines = FindObjectsOfType <AIStateMachine>(); foreach (AIStateMachine stateMachine in stateMachines) { // If the zombie is activated and he is not dead, then we save him if (stateMachine.gameObject.activeSelf && !stateMachine.dead) { sceneData.remainingZombies.Add(stateMachine.transform.name); } } } // Now saving progress objects for in sceneData for (int i = 0; i < _progressObjects.Count; i++) { ProgressObject progressObject = new ProgressObject(); progressObject.index = i; if (_progressObjects[i] != null) { progressObject.active = _progressObjects[i].gameObject.activeSelf; progressObject.position = _progressObjects[i].transform.position; progressObject.rotation = _progressObjects[i].transform.rotation; } else { progressObject.active = false; } sceneData.progressObjects.Add(progressObject); } // Now saving the next level objective text if (PlayerHUD.instance != null) { sceneData.nextObjective = PlayerHUD.instance.nextObjective; } // Then we set the scene saved state to true sceneData.savedBefore = true; Notifications.instance.EnqueNotification("Progress Saved!"); if (ProgressSavedUI.instance != null) { ProgressSavedUI.instance.Show(); } } // Now we save the player position // We only save the player's position when we are in wasteland GoneWrong.Player player = GoneWrong.Player.instance; if (player != null && SceneManager.GetActiveScene().name == "Wasteland") { savedData.playerPosition = player.transform.position; savedData.playerRotation = player.transform.rotation; } // Now we save in player prefs: string data = JsonUtility.ToJson(savedData); PlayerPrefs.SetString("data", data); }
private void LoadSettings() { savedData = AssetDatabase.LoadAssetAtPath<SavedData>(SAVE_PATH); if (savedData == null) { savedData = ScriptableObject.CreateInstance<SavedData>(); AssetDatabase.CreateAsset(savedData, SAVE_PATH); } ids = savedData.savedIDs; languages = savedData.savedLanguages; }
// =========================================================================================== // // in continue game, load from save file of the current player public void LoadDataFromSaveFile() { //Debug.Log("load game - load from save file"); Saved = Utils.ReadFromBinaryFile <SavedData>(SAVE_FILE_PATH); }
public void Save() { SavedData save = new SavedData(gestures, highScore); save.Save(); }
public static bool IsRecordNotExpired(this SavedData savedData) { return(savedData.EndTime is null || savedData.EndTime > DateTime.UtcNow); }
public static IMessage GetMessage(this SavedData savedData) { return(LinkMessage.TryCreateLinkMessageIfNeeded(savedData.Message, savedData.IsLink)); }
public void setStats(SavedData s) { Stats = s; loaded = true; }
void Awake() { Data temp = GameObject.FindGameObjectWithTag("Load").GetComponent<Data>(); if (temp != null) { saveStuff = temp.get(); perks = saveStuff.perks; breaths = saveStuff.breath; wings = saveStuff.wings; skins = saveStuff.skins; perks_i = saveStuff.perkSelected; breaths_i = saveStuff.breathSelected; wings_i = saveStuff.wingSelected; skins_i = saveStuff.skinSelected; Debug.Log(perks_i + ", " + breaths_i + ", " + wings_i + ", " + skins_i); } }
void Start() { savedData = GameObject.Find("SavedData").GetComponent<SavedData>(); _currentGameData = this; //_currentRequiredPresentCount = giftGoal[savedData.currentLevel]; //PresentRequiredGUI.text = " /" + giftGoal[savedData.currentLevel].ToString(); //moved to StartGame _givenTimeOnThisLevel = 60; }