public void SaveGame2() { SavingSystem.OrignSave2(this); }
private void Awake() { savingSystem = GetComponent <SavingSystem>(); StartCoroutine(LoadLastScene()); }
private void Awake() { i = this; }
public void SalirDelJuego() { cartasRecogidas = 0; SavingSystem.DeleteFile(); SceneManager.LoadScene(0); }
public void SaveGame2() { SavingSystem.SaveGame2(this); }
public void SetNewHighScore(int newHighScore) { _highScore = newHighScore; SavingSystem <HighScoreData> .Save(new HighScoreData(_highScore), fileName); }
public void SavePlayer() { SavingSystem.SavePlayer(this); }
public void DeleteHiScoreFile() { SavingSystem.DeleteSave(HIGH_SCORE_SAVE); }
private void Awake() { savingSystem = GetComponent <SavingSystem>(); StartCoroutine(LoadLastScene()); fadeInTime = portal.GetFadeInTime(); }
void SaveGame() => SavingSystem.Serialize(SaveFilePath, _mapModel);
// Update is called once per frame void Update() { // transform.Translate(0.1f, 0f, speed*Time.deltaTime); // get positions if (Input.GetKey(KeyCode.Escape)) { SceneManager.LoadScene("scenes/main menu", LoadSceneMode.Single); } if (Input.GetKey(KeyCode.A)) { spriteRenderer.flipX = true; if (isGrounded == false) { transform.Translate(inAirLeft, 0f, speed * Time.deltaTime); } else { goingBackwards = true; animator.SetBool("isRunningLeft", true); transform.Translate(minusLeft, 0f, speed * Time.deltaTime); } } else { goingBackwards = false; animator.SetBool("isRunningLeft", false); } if (Input.GetKey(KeyCode.D)) { spriteRenderer.flipX = false; if (isGrounded == false) { transform.Translate(inAirright, 0f, speed * Time.deltaTime); } else { goingForward = true; animator.SetBool("isRunningRight", true); transform.Translate(plusRight, 0f, speed * Time.deltaTime); } // transform.Translate (Vector3(0, 0, 1). right * movementspeed * Time.deltaTime); } else { goingForward = false; animator.SetBool("isRunningRight", false); } // if (Input.GetKey(KeyCode.W)) { // transform.Translate(0f, 2f, speed*Time.deltaTime*2); // } if (Input.GetKeyDown(KeyCode.W) && isGrounded && !isJumping && isOnTheGround && !isFalling) { rb.AddForce(jump * jumpForce, ForceMode2D.Impulse); isGrounded = false; } // save game if (Input.GetKey(KeyCode.F5)) { SavingSystem.SavePlayer(); } //loadgame if (Input.GetKey(KeyCode.F9)) { print(SavingSystem.loadPlayer()); } if (isGrounded == false && goingBackwards) { animator.SetBool("isJumpingWhileRunningLeft", true); } else { animator.SetBool("isJumpingWhileRunningLeft", false); } if (isGrounded == false && goingForward) { animator.SetBool("isJumpingWhileRunningRight", true); } else { animator.SetBool("isJumpingWhileRunningRight", false); } // check if player is falling if (GetComponent <Rigidbody2D>().velocity.y < -0.1 && isGrounded == false) { animator.SetBool("isFalling", true); isFalling = true; } else { animator.SetBool("isFalling", false); isFalling = false; } // check if player is jumping if (GetComponent <Rigidbody2D>().velocity.y > 0.1 && isGrounded == false) { isJumping = true; } else { isJumping = false; } }
void LoadGame() => _mapModel = SavingSystem.Deserialize <MapModel>(SaveFilePath);
private void Start() { savingSystem = GetComponent <SavingSystem>(); WorldManager worldManager = FindObjectOfType <WorldManager>(); }
public void ExitSave() { SavingSystem.ExitGameSave(this); }
public void ExitSave() { SavingSystem.OrignExitData(this); }
void Awake() { savingSystem = GetComponent <SavingSystem>(); }
public void LoadCurrentHighScore() { HighScoreData highScoreData = SavingSystem <HighScoreData> .Load(fileName); _highScore = highScoreData.HighScore; }
public void OnClickClearSave() { SavingSystem.CleanSave(); playerData = SavingSystem.LoadRecords(playerData, 4); }
private void Awake() { _savingSystem = GetComponent <SavingSystem>(); }
public void Delete() { SavingSystem.Delete(defaultSaveFile); }
public void QuitGame() { SavingSystem.SavePlayer(this); SceneManager.LoadScene(0); }
public void Save() { SavingSystem.SaveData(this); }
public void Construct(Settings settings, GameController gameController, SavingSystem savingSystem) { _gameController = gameController; _savingSystem = savingSystem; _settings = settings; }
private void Start() { _savingSystem = FindObjectOfType <SavingSystem>(); PopulateSaveSlot(); }