Beispiel #1
0
 public void LoadGame(int slot) {
     //var slotToLoad = 0; // Set your index here
     //SaveMaster.ClearSlot();
     
     SaveMaster.SetSlot(slot, true);
     SceneManager.LoadScene("Level1");
 }
Beispiel #2
0
 private void SaveCurrentData()
 {
     SaveMaster.SetSlot(0, false);
     SaveMaster.SetString("scene", gameObject.scene.name);
     SaveMaster.WriteActiveSaveToDisk();
     Debug.Log("Saved");
 }
Beispiel #3
0
        private void WipeSave()
        {
            SaveMaster.DeleteSave();
            displayText.text = "Wiped save, created new save at slot 0";
            lastestSpeed     = 0;

            SaveMaster.SetSlot(0, true);
        }
Beispiel #4
0
        public void SaveSlot(int slot) {
            SaveMaster.DeleteSave(slot);
            Debug.Log("Saving");
            SaveMaster.SetSlot(slot, false);
            SaveMaster.WriteActiveSaveToDisk();     //write save to disk

            Text txt = GetComponentInChildren<Text>(true);
            txt.fontSize = 13;
            txt.alignment = TextAnchor.UpperRight;
            DateTime timeSaved = SaveMaster.GetSaveCreationTime(slot);
            txt.text = timeSaved.ToString("dd MMMM yyyy hh:mm:ss tt");
        }
Beispiel #5
0
        private void SyncSaveLoad()
        {
            var stopWatch = new System.Diagnostics.Stopwatch();

            stopWatch.Start();

            SaveMaster.ClearSlot();
            SaveMaster.SetSlot(0, true);

            stopWatch.Stop();
            displayText.text = stopWatch.Elapsed.TotalMilliseconds.ToString();
            lastestSpeed     = stopWatch.ElapsedMilliseconds;
        }
Beispiel #6
0
    public void LoadButton()
    {
        SaveMaster.SetSlot(0, false);

        string sceneName = SaveMaster.GetString("scene");

        if (string.IsNullOrEmpty(sceneName))
        {
            Debug.Log("No level set for this game.");
            SceneManager.LoadScene(SceneManager.GetActiveScene().buildIndex + 1);
        }
        else
        {
            // Load the saved scene name
            SceneManager.LoadScene(sceneName);
        }
    }