示例#1
0
        public static void SaveDataBuildings()
        {
            var buildingsRoot = GameObject.FindGameObjectWithTag("Buildings");
            var buildings     = new Buildings();

            buildings.buildings = new List <Building>();

            for (int i = 0; i < buildingsRoot.transform.childCount; i++)
            {
                var type     = "";
                var position = new Vector3();

                if (buildingsRoot.transform.GetChild(i).GetComponent <Houses>())
                {
                    type     = "houses";
                    position = buildingsRoot.transform.GetChild(i).position;
                }
                else if (buildingsRoot.transform.GetChild(i).GetComponent <Factory>())
                {
                    type     = "factory";
                    position = buildingsRoot.transform.GetChild(i).position;
                }
                else if (buildingsRoot.transform.GetChild(i).GetComponent <Mall>())
                {
                    type     = "mall";
                    position = buildingsRoot.transform.GetChild(i).position;
                }
                else if (buildingsRoot.transform.GetChild(i).GetComponent <Park>())
                {
                    type     = "park";
                    position = buildingsRoot.transform.GetChild(i).position;
                }
                else if (buildingsRoot.transform.GetChild(i).GetComponent <Farm>())
                {
                    type     = "farm";
                    position = buildingsRoot.transform.GetChild(i).position;
                }

                buildings.buildings.Add(new Building(type, position));
            }

            jsonDataSaveBuildings = JsonUtility.ToJson(buildings);

            PlayerPrefs.SetString("jsonDataSaveBuildings", jsonDataSaveBuildings);
        }
示例#2
0
        public static void LoadAll(User user)
        {
            var jsonDataSaveBuildings = PlayerPrefs.GetString("jsonDataSaveBuildings");
            var jsonDataSaveUser      = PlayerPrefs.GetString("jsonDataSaveUser");
            var buildingsRoot         = GameObject.FindGameObjectWithTag("Buildings");
            var buildings             = new Buildings();


            JsonUtility.FromJsonOverwrite(jsonDataSaveUser, user);           // Load Data User
            JsonUtility.FromJsonOverwrite(jsonDataSaveBuildings, buildings); // Load Data Buildings

            for (int i = 0; i < buildings.buildings.Count; i++)
            {
                var building = new GameObject();
                switch (buildings.buildings[i].type)
                {
                case "houses":
                    building = Instantiate(Resources.Load <GameObject>("Buildings/HOUSES"), buildings.buildings[i].position, Quaternion.identity, buildingsRoot.transform);
                    building.GetComponent <Houses>().LoadNow = true;
                    break;

                case "factory":
                    building = Instantiate(Resources.Load <GameObject>("Buildings/FACTORY"), buildings.buildings[i].position, Quaternion.identity, buildingsRoot.transform);
                    building.GetComponent <Factory>().LoadNow = true;
                    break;

                case "mall":
                    building = Instantiate(Resources.Load <GameObject>("Buildings/MALL"), buildings.buildings[i].position, Quaternion.identity, buildingsRoot.transform);
                    building.GetComponent <Mall>().LoadNow = true;
                    break;

                case "park":
                    building = Instantiate(Resources.Load <GameObject>("Buildings/PARK"), buildings.buildings[i].position, Quaternion.identity, buildingsRoot.transform);
                    building.GetComponent <Park>().LoadNow = true;
                    break;

                case "farm":
                    building = Instantiate(Resources.Load <GameObject>("Buildings/FARM"), buildings.buildings[i].position, Quaternion.identity, buildingsRoot.transform);
                    building.GetComponent <Farm>().LoadNow = true;
                    break;
                }
            }
        }