public void Save() { _path = Path.Combine(UnityEngine.Application.persistentDataPath, Filepath.SAVE_FILE); List <string[]> saves; if (File.Exists(_path)) { string result = File.ReadAllText(_path); saves = Newtonsoft.Json.JsonConvert.DeserializeObject <List <string[]> >(result); LoadGameButton.interactable = saves.Count > 0; } else { saves = new List <string[]>(); } if (AmbitionApp.Game.SaveSlotID >= 0) { AmbitionApp.OpenDialog(DialogConsts.SAVE_GAME); } else if (saves.Count < AmbitionApp.Game.MaxSaves) { AmbitionApp.CloseDialog(DialogConsts.GAME_MENU); AmbitionApp.OpenDialog(DialogConsts.SAVE_NEW); AmbitionApp.SendMessage(GameMessages.SAVE_GAME); } else { AmbitionApp.OpenDialog("game_menu.saves.modal.too_many_saves", null, null); } }
IEnumerator SaveGameDelay() { CancelBtn.interactable = false; OverwriteBtn.interactable = false; CreateBtn.interactable = false; StatusTxt.text = AmbitionApp.Localize("game_menu.saving"); StatusTxt.enabled = true; AmbitionApp.SendMessage(GameMessages.SAVE_GAME); yield return(new WaitForSeconds(1f)); Close(); AmbitionApp.CloseDialog(DialogConsts.GAME_MENU); }
public override void OnEnterState() { UnityEngine.Debug.Log("Close Dialog State - Entered!"); AmbitionApp.CloseDialog(_dialogID); }