private void Load() { USER_SAVE data = SaveMgr.Load <USER_SAVE>(SAVEDATA_FILE); availableStartItemCount = data.availableStartItemsCount; availableInGameItemCount = data.availableInGameItemsCount; life = data.life; coin = data.coin; }
private void Save() { GAMEDATA_SAVE data = new GAMEDATA_SAVE(); data.endLevel = endLevel; data.isBGM = isBGM; data.isEffect = isEffect; SaveMgr.Save <GAMEDATA_SAVE>(data, SAVEDATA_FILE); }
private void Load() { GAMEDATA_SAVE data = SaveMgr.Load <GAMEDATA_SAVE>(SAVEDATA_FILE); if (data != null) { endLevel = data.endLevel; isBGM = data.isBGM; isEffect = data.isEffect; } }
private void Save() { USER_SAVE data = new USER_SAVE(); data.life = life; data.coin = coin; data.availableStartItemsCount = availableStartItemCount; data.availableInGameItemsCount = availableInGameItemCount; SaveMgr.Save <USER_SAVE>(data, SAVEDATA_FILE); }
private void Save() { UpdateAdsRewardedCount(); USER_SAVE data = new USER_SAVE(); data.life = life; data.coin = coin; data.coinRewardedCount = coinRewardedCount; data.availableStartItemsCount = availableStartItemCount; data.availableInGameItemsCount = availableInGameItemCount; data.timeToNextLife = timeToNextLife; data.quitTime = DateTime.Now.Ticks; SaveMgr.Save <USER_SAVE>(data, SAVEDATA_FILE); }
private void Load() { USER_SAVE data = SaveMgr.Load <USER_SAVE>(SAVEDATA_FILE); if (data == null) { life = maxLife; coin = 500; return; } availableStartItemCount = data.availableStartItemsCount; availableInGameItemCount = data.availableInGameItemsCount; life = data.life; coin = data.coin; coinRewardedCount = data.coinRewardedCount; quitTime = new DateTime(data.quitTime); loginTime = DateTime.Now; if (quitTime.Date != loginTime.Date) { coinRewardedCount = 0; } TimeSpan ts = loginTime - quitTime; if (ts.TotalSeconds > data.timeToNextLife) { life = maxLife; } else { if (life < maxLife) { timeToNextLife = 0; int plusLife = Mathf.FloorToInt((data.timeToNextLife - (float)ts.TotalSeconds) / lifeAddTime); life += plusLife; timeToNextLife = Mathf.FloorToInt((data.timeToNextLife - (float)ts.TotalSeconds) - (lifeAddTime * plusLife)); } } }