122 lines
3.8 KiB
C#
122 lines
3.8 KiB
C#
using System.Collections;
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using System.Collections.Generic;
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using UnityEngine;
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using System;
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using System.IO;
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using System.Runtime.Serialization.Formatters.Binary;
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public class GameManager : MonoBehaviour {
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//Used to save playerdata
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//Serializable tells unity it can save to a file
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[Serializable]
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private class PlayerData
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{
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public int level;
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public float experience;
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public float requirement;
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public float speed;
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public float increment;
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public DateTime currentTime;
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}
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// Update is called once per frame
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void Update () {
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}
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void OnEnable()
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{
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Load();
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}
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void OnApplicationPause()
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{
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Save();
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}
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void OnApplicationQuit()
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{
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Save();
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}
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public void Save()
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{
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BinaryFormatter bf = new BinaryFormatter();
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FileStream file = File.Create(Application.persistentDataPath + "/playerInfo.dat");
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int currentLevel = GameObject.FindGameObjectWithTag("ExpGained").GetComponent<ExperienceBar>().currentLevel;
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float currentExp = GameObject.FindGameObjectWithTag("ExpGained").GetComponent<ExperienceBar>().currentExp;
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float currentRequirement = GameObject.FindGameObjectWithTag("ExpGained").GetComponent<ExperienceBar>().currentRequirement;
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float currentSpeed = GameObject.FindGameObjectWithTag("Player").GetComponent<SpinningCube>().currentSpeed;
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float currentIncrement = GameObject.FindGameObjectWithTag("Player").GetComponent<SpinningCube>().currentIncrement;
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PlayerData data = new PlayerData();
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data.level = currentLevel;
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data.experience = currentExp;
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data.requirement = currentRequirement;
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data.speed = currentSpeed;
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data.increment = currentIncrement;
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data.currentTime = DateTime.Now;
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bf.Serialize(file, data);
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file.Close();
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Debug.Log("Saved");
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}
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public void Load()
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{
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if (File.Exists(Application.persistentDataPath + "/playerInfo.dat"))
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{
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BinaryFormatter bf = new BinaryFormatter();
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FileStream file = File.Open(Application.persistentDataPath + "/playerInfo.dat", FileMode.Open);
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PlayerData data = (PlayerData)bf.Deserialize(file);
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file.Close();
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GameObject.FindGameObjectWithTag("Player").GetComponent<SpinningCube>().currentSpeed = data.speed;
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GameObject.FindGameObjectWithTag("Player").GetComponent<SpinningCube>().currentIncrement = data.increment;
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GameObject.FindGameObjectWithTag("ExpGained").GetComponent<ExperienceBar>().currentLevel = data.level;
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GameObject.FindGameObjectWithTag("ExpGained").GetComponent<ExperienceBar>().currentExp = data.experience;
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GameObject.FindGameObjectWithTag("ExpGained").GetComponent<ExperienceBar>().currentRequirement = data.requirement;
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DateTime loadTime = DateTime.Now;
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int secondsPassed = GetIdleRewards(data.currentTime, loadTime);
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float radianSpeed = GameObject.FindGameObjectWithTag("Player").GetComponent<SpinningCube>().currentSpeed * Mathf.Deg2Rad;
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float idleExp = radianSpeed * secondsPassed;
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GameObject.FindGameObjectWithTag("ExpGained").GetComponent<ExperienceBar>().currentExp += idleExp;
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Debug.Log("Loaded");
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Debug.Log("idleExp: " + idleExp);
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}
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}
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public int GetIdleRewards(DateTime saveTime, DateTime loadTime)
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{
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int daysPassed = 0;
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int hoursPassed = 0;
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int minutesPassed = 0;
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int secondsPassed = 0;
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for (int monthSaved = saveTime.Month; monthSaved < loadTime.Month; ++monthSaved)
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{
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daysPassed += 30;
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}
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daysPassed += loadTime.Day - saveTime.Day;
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hoursPassed = daysPassed * 24;
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hoursPassed += loadTime.Hour - saveTime.Hour;
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minutesPassed = hoursPassed * 60;
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minutesPassed += loadTime.Minute - saveTime.Minute;
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secondsPassed = minutesPassed * 60;
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secondsPassed += loadTime.Second - saveTime.Second;
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Debug.Log("Seconds Passed: " + secondsPassed);
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return secondsPassed;
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}
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}
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