示例#1
0
    private void SaveExerciseData(TierDataObject tierDataObject)
    {
        string exerciseDataAsJson = JsonUtility.ToJson(tierDataObject);
        string filePath           = Application.dataPath + _currentExerciseDataFilePath;

        File.WriteAllText(filePath, exerciseDataAsJson);
    }
示例#2
0
    // Load clicked exercise
    public void LoadExerciseData(string filepath)
    {
        string filePath = Application.dataPath + filepath;

        if (File.Exists(filePath))
        {
            string exerciseDataAsJson = File.ReadAllText(filePath);
            currentTier = JsonUtility.FromJson <TierDataObject>(exerciseDataAsJson);
            // write into textfile Todo can be deleted for production
//            WriteIntoText();
        }
        else
        {
            currentTier = new TierDataObject();
        }
    }
示例#3
0
    private void LoadGameData()
    {
        string defaultExercisesFilePath = Path.Combine(Application.streamingAssetsPath, exerciseDataFileName);

        if (File.Exists(defaultExercisesFilePath) && currentUser != null)
        {
            if (currentUser.tierData.Count == 0)
            {
                string defaultExercisesDataAsJson = File.ReadAllText(defaultExercisesFilePath);

                defaultDataObject = JsonUtility.FromJson <TierDataObject>(defaultExercisesDataAsJson);

                defaultDataArray = defaultDataObject.tierDataList;

//			allDefaultExercisesDataObject = JsonUtility.FromJson<ExerciseObject>(defaultExercisesDataAsJson);
//			allDefaultExercisesDataArray = allDefaultExercisesDataObject.exerciseDataArray;

//
//			Debug.Log("----------DEFAULT EXERCISES----------");
//			Debug.Log(allDefaultExercisesDataObject.exerciseDataArray.Length);
//			Debug.Log(allDefaultExercisesDataObject.exerciseDataArray[0].description);
//			Debug.Log(allDefaultExercisesDataArray);
//			Debug.Log(allDefaultExercisesDataArray.Length);
//			Debug.Log(allDefaultExercisesDataArray[0].description);
//
//			Debug.Log("----------CURRENT USER----------");
//			Debug.Log(currentUser.name);
//
//			Debug.Log("----------CURRENT USER EXERCISES BEFORE----------");
//			Debug.Log(currentUser.exerciseData.Length);
//			foreach (var userexer in currentUser.exerciseData)
//			{
//				Debug.Log(userexer.exerciseName);
//			}
                // if current user has no exercise data (initial state) fill with default exercises
//			if (currentUser.exerciseData == null)
//			{
//				currentUser.exerciseData = allDefaultExercisesDataArray;
//				//write into jsonfile
//			}
//
                // Initial fill current users exercises with exercise data

                currentUser.tierData = defaultDataArray;
                Debug.Log("CURRENT USER HAS NO EXERCISES");
                Debug.Log("Currentuser tier length: " + currentUser.tierData.Count);
                foreach (var tier in currentUser.tierData)
                {
                    Debug.Log("Tier file name" + tier.fileName);
                    Debug.Log("Tier name" + tier.tierName);
                }
                SaveUserData(currentUser);
            }

//			Debug.Log("----------CURRENT USER EXERCISES AFTER----------");
//			Debug.Log(currentUser.exerciseData.Length);
//			foreach (var userex in currentUser.exerciseData)
//			{
//				Debug.Log(userex.exerciseName);
//			}
//
        }
        else
        {
            Debug.LogError("Cannot load game data!");
        }
    }