using System.Collections; using System.Collections.Generic; using System.IO; using UnityEngine; public class NewGame : MonoBehaviour { public void ResetSettings() { // when new game is started, clear all rememberred vars (for now, added for this one with dynamic names) PlayerPrefs.DeleteAll(); // !!! TODO do local save in other way !!! // !!! comment on changed elements int rock = 1; PlayerPrefs.SetInt("rock", rock); // Is it used anywhere? I have not found it /* string pickaxe1 = "create"; PlayerPrefs.SetString("pickaxe1", pickaxe1); */ PlayerPrefs.SetFloat("exp", 0); PlayerPrefs.SetInt("lvl", 1); PlayerPrefs.SetFloat("maxExp", 10); PlayerPrefs.SetInt(AccountBalanceManager.PLAYER_ACCOUNT_VALUE, 0); string name = "none"; PlayerPrefs.SetString("name", name); int isQuest = 1; PlayerPrefs.SetInt("lumberjack", isQuest); /* int isKilled = 0; PlayerPrefs.SetInt("bat0", isKilled); PlayerPrefs.SetInt("bat1", isKilled); PlayerPrefs.SetInt("skeleton0", isKilled); PlayerPrefs.SetInt("slime0", isKilled); PlayerPrefs.SetInt("slime1", isKilled); */ float health = 10.0f; PlayerPrefs.SetFloat("maxHealth", 10); PlayerPrefs.SetFloat("health", 10); //PlayerPrefs.SetInt("continued", 0); PlayerPrefs.SetInt("rock", 0); // Is it used anywhere? I have not found it //PlayerPrefs.SetInt("goldOre", 0); PlayerPrefs.SetInt("pickaxe", 0); // PLAYER SKILLS ------------------------------------------------------ PlayerPrefs.SetInt(SkillsPointsManger.PLAYER_SKILS_FREE_POINTS, 0); PlayerPrefs.SetInt(SkillsPointsManger.PLAYER_SKILS_HEALTH_POINTS, 0); // healthPoints PlayerPrefs.SetInt(SkillsPointsManger.PLAYER_SKILS_DEFENSE_POINTS, 0); // defensePoints PlayerPrefs.SetInt(SkillsPointsManger.PLAYER_SKILS_STRENGHT_POINTS, 0); // StrengthPoints PlayerPrefs.SetInt(SkillsPointsManger.PLAYER_SKILS_INTELIGENCE_POINTS, 0); // IntelligencePoints // -------------------------------------------------------------------- //DEFAULT CONTROLS if (!PlayerPrefs.HasKey("Interact")) { PlayerPrefs.SetString("Interact","E"); } if (!PlayerPrefs.HasKey("Attack")) { PlayerPrefs.SetString("Attack","Space"); } if (!PlayerPrefs.HasKey("Skills")) { PlayerPrefs.SetString("Skills","U"); } if (!PlayerPrefs.HasKey("Inventory")) { PlayerPrefs.SetString("Inventory","I"); } if (!PlayerPrefs.HasKey("Settings")) { PlayerPrefs.SetString("Settings","Escape"); } // -------------------------------------------------------------------- //LETTER -------------------------------------------------------------- PlayerPrefs.SetInt("PrologueLetter.WhereDisplayed", 0); PlayerPrefs.SetInt("ControlLetter.WhereDisplayed", 0); // -------------------------------------------------------------------- //NPC ACTIONS HERE ---------------------------------------------------- // -> Wizard House PlayerPrefs.SetInt("Wizard.FirstMission", 0); // -------------------------------------------------------------------- OnMapAppearanceMethod.SetNewGameStatus(); // remove all binary files from Application.persistentDataPath + "/"; System.IO.DirectoryInfo di = new DirectoryInfo(Application.persistentDataPath); foreach (FileInfo file in di.GetFiles()) { if (file.FullName.Contains("Player.log")) continue; file.Delete(); } foreach (DirectoryInfo dir in di.GetDirectories()) { dir.Delete(true); } } }