Added saving and loading

Added PlayerData class to GamerManager.cs
- Stored in Application.PersistantDataPath + "/playerInfo.dat"
- Safer way to store / transfer data?
- Add saving of local time when calling Save() or Load()
- Compare save time to load time and give afk rewards earned based on
rotation speed
This commit is contained in:
2017-09-03 18:56:05 -04:00
parent f20d8340bb
commit a339149a71
6 changed files with 154 additions and 37 deletions

View File

@@ -7,17 +7,16 @@ public class ExperienceBar : MonoBehaviour {
// Eventually.. public RectTransform gainedExp
//Array used as expRequired[leveldesired]
[SerializeField]
private int level = 1;
[SerializeField]
private float expObtained = 0;
[SerializeField]
private float expRequired = 100;
//playerdata - needs saved
public int currentLevel = 1;
public float currentExp = 0;
public float currentRequirement = 100;
public GameObject currentLevelText;
[SerializeField]
private float fillAmount;
[SerializeField]
private GameObject levelText;
[SerializeField]
private Image expBarSprite;
[SerializeField]
private float lerpSpeed;
@@ -32,11 +31,17 @@ public class ExperienceBar : MonoBehaviour {
// Use this for initialization
void Start () {
fillAmount = 0;
fillAmount = currentExp / currentRequirement;
}
// Update is called once per frame
void Update () {
fillAmount = currentExp / currentRequirement;
if (currentLevelText.GetComponent<Text>().text != currentLevel.ToString()){
currentLevelText.GetComponent<Text>().text = currentLevel.ToString();
}
if (fillAmount != expBarSprite.fillAmount)
{
@@ -47,7 +52,7 @@ public class ExperienceBar : MonoBehaviour {
if (expBarSprite.fillAmount >= 1.0f)
{
LevelUp();
clicksNeeded = (expRequired - expObtained) / Increment;
clicksNeeded = (currentRequirement - currentExp) / Increment;
fillAmount = 0;
}
}
@@ -55,28 +60,28 @@ public class ExperienceBar : MonoBehaviour {
public void ExpMore()
{
++clicks;
expObtained = expObtained + Increment;
fillAmount = (expObtained / expRequired);
currentExp = currentExp + Increment;
fillAmount = currentExp / currentRequirement;
Debug.Log("fillAmount = " + fillAmount);
}
public void LevelUp()
{
++level;
levelText.GetComponent<Text>().text = level.ToString();
previousExpRequired = expRequired;
expObtained = 0;
expRequired = Mathf.Pow(expRequired, 1.05f);
++currentLevel;
currentLevelText.GetComponent<Text>().text = currentLevel.ToString();
previousExpRequired = currentRequirement;
currentExp = 0;
currentRequirement = Mathf.Pow(currentRequirement, 1.05f);
GameObject.FindGameObjectWithTag("Player").GetComponent<SpinningCube>().RaiseRotationSpeed();
}
public void ResetExp()
{
level = 1;
levelText.GetComponent<Text>().text = level.ToString();
currentLevel = 1;
currentLevelText.GetComponent<Text>().text = currentLevel.ToString();
fillAmount = 0;
expObtained = 0;
expRequired = 100;
currentExp = 0;
currentRequirement = 100;
clicksNeeded = 10;
clicks = 0;
}
@@ -84,9 +89,17 @@ public class ExperienceBar : MonoBehaviour {
public void ExpLess()
{
--clicks;
expObtained = expObtained - Increment;
fillAmount = (expObtained / expRequired);
currentExp = currentExp - Increment;
fillAmount = (currentExp / currentRequirement);
Debug.Log("fillAmount = " + fillAmount);
}
public float GetExperience()
{
float currentExp;
currentExp = this.currentExp;
return currentExp;
}
}