示例#1
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 public void SaveGame2()
 {
     SavingSystem.OrignSave2(this);
 }
示例#2
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 private void Awake()
 {
     savingSystem = GetComponent <SavingSystem>();
     StartCoroutine(LoadLastScene());
 }
示例#3
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 private void Awake()
 {
     i = this;
 }
示例#4
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 public void SalirDelJuego()
 {
     cartasRecogidas = 0;
     SavingSystem.DeleteFile();
     SceneManager.LoadScene(0);
 }
示例#5
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 public void SaveGame2()
 {
     SavingSystem.SaveGame2(this);
 }
示例#6
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 public void SetNewHighScore(int newHighScore)
 {
     _highScore = newHighScore;
     SavingSystem <HighScoreData> .Save(new HighScoreData(_highScore), fileName);
 }
示例#7
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 public void SavePlayer()
 {
     SavingSystem.SavePlayer(this);
 }
示例#8
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 public void DeleteHiScoreFile()
 {
     SavingSystem.DeleteSave(HIGH_SCORE_SAVE);
 }
示例#9
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 private void Awake()
 {
     savingSystem = GetComponent <SavingSystem>();
     StartCoroutine(LoadLastScene());
     fadeInTime = portal.GetFadeInTime();
 }
示例#10
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 void SaveGame() => SavingSystem.Serialize(SaveFilePath, _mapModel);
示例#11
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    // 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;
        }
    }
示例#12
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 void LoadGame() => _mapModel = SavingSystem.Deserialize <MapModel>(SaveFilePath);
 private void Start()
 {
     savingSystem = GetComponent <SavingSystem>();
     WorldManager worldManager = FindObjectOfType <WorldManager>();
 }
示例#14
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 public void ExitSave()
 {
     SavingSystem.ExitGameSave(this);
 }
示例#15
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 public void ExitSave()
 {
     SavingSystem.OrignExitData(this);
 }
 void Awake()
 {
     savingSystem = GetComponent <SavingSystem>();
 }
示例#17
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    public void LoadCurrentHighScore()
    {
        HighScoreData highScoreData = SavingSystem <HighScoreData> .Load(fileName);

        _highScore = highScoreData.HighScore;
    }
示例#18
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 public void OnClickClearSave()
 {
     SavingSystem.CleanSave();
     playerData = SavingSystem.LoadRecords(playerData, 4);
 }
 private void Awake()
 {
     _savingSystem = GetComponent <SavingSystem>();
 }
示例#20
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 public void Delete()
 {
     SavingSystem.Delete(defaultSaveFile);
 }
示例#21
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 public void QuitGame()
 {
     SavingSystem.SavePlayer(this);
     SceneManager.LoadScene(0);
 }
示例#22
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 public void Save()
 {
     SavingSystem.SaveData(this);
 }
示例#23
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 public void Construct(Settings settings, GameController gameController, SavingSystem savingSystem)
 {
     _gameController = gameController;
     _savingSystem   = savingSystem;
     _settings       = settings;
 }
示例#24
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        private void Start()
        {
            _savingSystem = FindObjectOfType <SavingSystem>();

            PopulateSaveSlot();
        }