Beispiel #1
0
        private void OnTriggerEnter(Collider other)
        {
            if (other.tag == "Player")
            {
                if (LevelHandler.GetCurrentCheckPointIndex() <= checkPointIndex)
                {
                    LevelHandler.SetCurrentCheckPointIndex(checkPointIndex);
                    GlobalMethods.SaveToSaveFile();
                }

                if (checkPointIndex == 0)
                {
                    GameObject.FindGameObjectWithTag("LEVEL_COLLECTOR").GetComponent <FaderEffect>().FadeIn(Color.black, 3);
                }
            }
        }
Beispiel #2
0
        public static bool SaveToSaveFile()
        {
            Level level = LevelHandler.GetCurrentLevel();

            if (level == null)
            {
                Debug.Log("Cannot save, you appear to not be in a level. (Did you add a levelcollector?)");
                return(false);
            }

            if (!level.IsSavable)
            {
                Debug.Log("You cannot save in this level.");
                return(false);
            }

            SaveFile save = new SaveFile(UnityEngine.SceneManagement.SceneManager.GetActiveScene().name, LevelHandler.GetCurrentCheckPointIndex());

            BinaryFormatter bf = new BinaryFormatter();
            MemoryStream    ms = new MemoryStream();

            bf.Serialize(ms, save);
            byte[]     bytz = ms.ToArray();
            FileStream file = File.Create(SAVEFILE_PATH);

            file.Write(bytz, 0, bytz.Length);
            file.Close();
            Debug.Log("Saved successfully.");

            return(true);
        }