public static void LoadRemote() { Reset(); Money = WebGLJump.LoadData(SaveKeys.Money, 0); Hearts = WebGLJump.LoadData(SaveKeys.Hearts, 2); Armor = WebGLJump.LoadData(SaveKeys.Armor, 0); Healing = WebGLJump.LoadData(SaveKeys.Healing, 1); StartOnWave = WebGLJump.LoadData(SaveKeys.StartOnWave, 0); for (int i = 0; i < GunOwned.Length; ++i) { GunOwned[i] = WebGLJump.LoadData(SaveKeys.GunOwned + i.ToString(), i < maxEquip); } for (int i = 0; i < GunPower.Length; ++i) { GunPower[i] = WebGLJump.LoadData(SaveKeys.GunPower + i.ToString(), 1); } for (int i = 0; i < GunEquipped.Length; ++i) { GunEquipped[i] = WebGLJump.LoadData(SaveKeys.GunEquipped + i.ToString(), i < maxEquip); } Choom.MusicVolume = ((float)WebGLJump.LoadData(SaveKeys.MusicVolume, 75) / (float)100); Choom.EffectVolume = ((float)WebGLJump.LoadData(SaveKeys.EffectVolume, 75) / (float)100); for (int i = 0; i < Objectives.activeTasks.Length; ++i) { Objectives.activeTasks[i] = WebGLJump.LoadData(SaveKeys.ObjectivesActive + i.ToString(), 0); } AmountOfObjectivesComplete = WebGLJump.LoadData(SaveKeys.ObjectivesComplete, 0); int[] scores = new int[5]; for (int i = 0; i < scores.Length; ++i) { scores[i] = WebGLJump.LoadData(SaveKeys.BestHardcoreScores + i.ToString(), 0); } BestHardcoreScores.Clear(); for (int i = 0; i < scores.Length / 2; i++) { if (scores[i * 2] > 0) { BestHardcoreScores.Add(new Tuple <int, int>(scores[i * 2], scores[i * 2 + 1])); } } for (int i = 0; i < BlocksLoaded.Length; ++i) { BlocksLoaded[i] = WebGLJump.LoadData(SaveKeys.BlocksLoaded + i.ToString(), 0); } for (int i = 0; i < AmmoLoaded.Length; ++i) { AmmoLoaded[i] = WebGLJump.LoadData(SaveKeys.AmmoLoaded + i.ToString(), 0); } MatchStreak = WebGLJump.LoadData(SaveKeys.MatchStreak, 0); ShotsFired = WebGLJump.LoadData(SaveKeys.ShotsFired, 0); TimesDefeated = WebGLJump.LoadData(SaveKeys.TimesDefeated, 0); DisconcertingObjectivesSeen = WebGLJump.LoadData(SaveKeys.DisconcertingObjectivesSeen, 0); }
public static void LoadRemote() { defeatWithGun = (Gun.Ammo)WebGLJump.LoadData(SaveKeys.DefeatWithGun, Random.Range((int)Gun.Ammo.DRAGON, (int)Gun.Ammo.SIN)); previousDefeatWithGun = (Gun.Ammo)WebGLJump.LoadData(SaveKeys.PreviousDefeatWithGun, (int)defeatWithGun); amountToDefeat = WebGLJump.LoadData(SaveKeys.AmountToDefeat, Random.Range(5, 10)); ammoToUpgrade = (Gun.Ammo)WebGLJump.LoadData(SaveKeys.AmmoToUpgrade, Random.Range((int)Gun.Ammo.DRAGON, (int)Gun.Ammo.SIN)); previousAmmoToUpgrade = (Gun.Ammo)WebGLJump.LoadData(SaveKeys.PreviousAmmoToUpgrade, (int)ammoToUpgrade); leveToUpgrade = WebGLJump.LoadData(SaveKeys.LeveToUpgrade, DataStorage.GunPower[(int)ammoToUpgrade] + 2); levelToHealing = WebGLJump.LoadData(SaveKeys.LevelToHealing, DataStorage.Healing + 2); levelToHeart = WebGLJump.LoadData(SaveKeys.LevelToHeart, Mathf.Clamp(DataStorage.Hearts + 1, 0, 6)); isLevelingHeart = WebGLJump.LoadData(SaveKeys.IsLevelingHeart, 1) == 1 ? true : false; amountofBlocksToMake = WebGLJump.LoadData(SaveKeys.AmountofBlocksToMake, Random.Range(3, 10)); makeXSize = WebGLJump.LoadData(SaveKeys.MakeXSize, Random.Range(2, 4)); makeYSize = WebGLJump.LoadData(SaveKeys.MakeYSize, Random.Range(2, 4)); amountOfSizedBlocksToLoadToGun = WebGLJump.LoadData(SaveKeys.AmountOfSizedBlocksToLoadToGun, Random.Range(3, 10)); loadGunXSize = WebGLJump.LoadData(SaveKeys.LoadGunXSize, Random.Range(2, 4)); loadGunYSize = WebGLJump.LoadData(SaveKeys.LoadGunYSize, Random.Range(2, 4)); amountOfSizedBlocksToLoadToSpecial = WebGLJump.LoadData(SaveKeys.AmountOfSizedBlocksToLoadToSpecial, Random.Range(3, 10)); loadSpecialXSize = WebGLJump.LoadData(SaveKeys.LoadSpecialXSize, Random.Range(2, 4)); loadSpecialYSize = WebGLJump.LoadData(SaveKeys.LoadSpecialYSize, Random.Range(2, 4)); currentFreeTask = WebGLJump.LoadData(SaveKeys.CurrentFreeTask, ""); int difference = 0; if (DataStorage.Money > 10000) { int targetAmount = (DataStorage.Money + 10000); int whole = (int)Mathf.Pow(10, Mathf.FloorToInt(Mathf.Log10(targetAmount)) - 2); int remainder = targetAmount % whole; difference = whole - remainder; } amountToHaveInBank = WebGLJump.LoadData(SaveKeys.AmountToHaveInBank, DataStorage.Money + 10000 + difference); ammoGunToSend = (Gun.Ammo)WebGLJump.LoadData(SaveKeys.AmmoGunToSend, Random.Range((int)Gun.Ammo.DRAGON, (int)Gun.Ammo.GATLING)); ammoSpecialToSend = (Gun.Ammo)WebGLJump.LoadData(SaveKeys.AmmoSpecialToSend, Random.Range((int)Gun.Ammo.DRAGON, (int)Gun.Ammo.GATLING)); amountOfElementsMatching = WebGLJump.LoadData(SaveKeys.AmountOfElementsMatching, Random.Range(2, 5)); amountOfBossesToDefeat = WebGLJump.LoadData(SaveKeys.AmountOfBossesToDefeat, Random.Range(2, 5)); currentBossesDefeated = WebGLJump.LoadData(SaveKeys.CurrentBossesDefeated, 0); int currentDay = (DataStorage.StartOnWave / 3 + 1); daysToReach = WebGLJump.LoadData(SaveKeys.DaysToReach, Mathf.Clamp(currentDay, currentDay + 1, currentDay + 4)); }