Scriptum/Assets/NewGame.cs
2022-12-12 00:13:00 +01:00

85 lines
2.6 KiB
C#

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);
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);
PlayerPrefs.SetInt("healthPoints", 0);
PlayerPrefs.SetInt("defensePoints", 0);
PlayerPrefs.SetInt("StrengthPoints", 0);
PlayerPrefs.SetInt("IntelligencePoints", 0);
//LETTER --------------------------------------------------------------
PlayerPrefs.SetInt("PrologueLetter.WhereDisplayed", 0);
// --------------------------------------------------------------------
//NPC ACTIONS HERE ----------------------------------------------------
PlayerPrefs.SetInt("Wizard.FirstDialogue", 0);
// --------------------------------------------------------------------
OnMapAppearanceMethod.SetNewGameStatus();
// remove all binary files from Application.persistentDataPath + "/";
System.IO.DirectoryInfo di = new DirectoryInfo(Application.persistentDataPath);
foreach (FileInfo file in di.GetFiles())
{
file.Delete();
}
foreach (DirectoryInfo dir in di.GetDirectories())
{
dir.Delete(true);
}
}
}