87 lines
2.3 KiB
C#
87 lines
2.3 KiB
C#
using System.Collections;
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using System.Collections.Generic;
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using UnityEngine;
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using UnityEngine.SceneManagement;
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/*
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* IMPOSRTANT
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* All methods must be binded in buttons actions list responsible for saving
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*/
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public class SaveController : MonoBehaviour
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{
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public void SaveScene()
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{
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string activeScene = SceneManager.GetActiveScene().name;
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PlayerPrefs.SetString("SceneSaved", activeScene);
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}
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/// <summary>
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/// Used only in 'MainMenu' scene in 'Contine' button
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/// </summary>
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public void LoadScene()
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{
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string sceneToGoTo = PlayerPrefs.GetString("SceneSaved");
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SceneManager.LoadScene(sceneToGoTo);
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}
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public void SaveHealth()
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{
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var player = GameObject.FindGameObjectWithTag("Player");
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player.GetComponent<Player>().SaveCheckpoint();
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}
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public void SaveAccountBalance()
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{
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if (AccountBalanceManager.Instance)
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AccountBalanceManager.Instance.SaveValue();
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}
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#region palyer panels data
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public void SavePlayerEquipmentItems() // toDO change name to save Equipment - save items will save items on map eg after drops
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{
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EquipmentDataManager.Instance.SaveDynamicData();
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}
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public void SavePlayerQuests()
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{
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SceneTaskDataManager.Instance.SaveDynamicData();
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// right now, we dont need to save dynamic list :D
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}
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public void SavePlayerInventory()
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{
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SceneInventoryDataManager.Instance.SaveDynamicData();
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}
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#endregion
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public void SaveChests()
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{
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// there may be mapos where we dont have this elements because we dont want to have there any chests - simple
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// eg Cave Entrance
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if(SceneChestDataManager.Instance)
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SceneChestDataManager.Instance.SaveDynamicData();
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}
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public void SaveShops()
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{
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if(SceneShopDataManager.Instance)
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SceneShopDataManager.Instance.SaveDynamicData();
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}
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public void SaveDialogues()
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{
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if (MultiDialogueDataManager.Instance)
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MultiDialogueDataManager.Instance.SaveDynamicData();
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}
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public void SaveMissions()
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{
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if (MissionDataManager.Instance ) //&& MissionConditionDataManager.Instance
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{
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MissionDataManager.Instance.SaveDynamicData();
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MissionConditionDataManager.Instance.SaveDynamicData();
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}
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}
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}
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