public void ToggleSelected(SavedGameMetadata metadata) { statusText.text = "Loading save data..."; canvasGroup.interactable = false; // Loads up the game data when save element on the scroll view is selected. SaveManager.LoadSavedGame(metadata, (SavedGame savedGame) => { statusText.text = "Save data loaded!"; var saveData = (SaveData)savedGame.gameSpecificData; // Log some dummy data from the loaded game data. Debug.Log("Character name: " + saveData.characterName); Debug.Log("Has that upgrade: " + saveData.upgrades.hasThatUpgrade); Debug.Log("Inventory:"); foreach (var item in saveData.inventory) { Debug.Log(item); } canvasGroup.interactable = true; }); }
private GameObject CreateSaveElement(SavedGameMetadata metadata) { var save = Instantiate(savePrefab); save.GetComponent <SaveToggle>().Initialize( this, metadata, toggleGroup ); return(save); }
public void Initialize(SaveUI saveUI, SavedGameMetadata savedGameMetadata, ToggleGroup toggleGroup) { this.saveUI = saveUI; SavedGameMetadata = savedGameMetadata; toggleText.text = string.Format( "Slot {0}: {1}", savedGameMetadata.slot, savedGameMetadata.timeStamp.ToString() ); toggle.onValueChanged.AddListener(ToggleChanged); toggle.group = toggleGroup; }
public void Initialize(SaveUI saveUI, SavedGameMetadata savedGameMetadata, ToggleGroup toggleGroup) { this.saveUI = saveUI; SavedGameMetadata = savedGameMetadata; toggleText.text = string.Format( "Slot {0}: {1}", savedGameMetadata.slot, savedGameMetadata.timeStamp.ToString() ); toggle.onValueChanged.AddListener(ToggleChanged); toggle.group = toggleGroup; }
private GameObject CreateSaveElement(SavedGameMetadata metadata) { var save = Instantiate(savePrefab); save.GetComponent<SaveToggle>().Initialize( this, metadata, toggleGroup ); return save; }
public void ToggleSelected(SavedGameMetadata metadata) { statusText.text = "Loading save data..."; canvasGroup.interactable = false; // Loads up the game data when save element on the scroll view is selected. SaveManager.LoadSavedGame(metadata, (SavedGame savedGame) => { statusText.text = "Save data loaded!"; var saveData = (SaveData)savedGame.gameSpecificData; // Log some dummy data from the loaded game data. Debug.Log("Character name: " + saveData.characterName); Debug.Log("Has that upgrade: " + saveData.upgrades.hasThatUpgrade); Debug.Log("Inventory:"); foreach (var item in saveData.inventory) { Debug.Log(item); } canvasGroup.interactable = true; }); }