Beispiel #1
0
        public void SaveSerialiazedActions(string p_completePath)
        {
            ActionsSerialized obj = new ActionsSerialized();

            int currentNode = actionTree.m_currentNodeId;

            List<ActionInterface> actions = actionTree.undo();
            while(actions != null)
            {
                foreach (ActionInterface action in actions)
                    if (action != null) action.PerformAction();

                actions = actionTree.undo();
            }

            obj.nodes = actionTree.GetData().Item1;
            obj.actions = actionTree.GetData().Item2;
            obj.currentNode = currentNode;
            obj.preferredTileMap = ((StartupDialogSystem)(world.SystemManager.GetSystem<StartupDialogSystem>()[0])).tilemap.Name;

            Serializer seri = new Serializer();
            seri.SerializeObject(p_completePath, obj);

            List<Paragraph> info = new List<Paragraph>();
            info.Add(new Paragraph("Successfully saved the map to\n" + p_completePath));
            Notification alreadySaving = new Notification("Successfully saved the map!", NotificationType.SUCCESS, info, "Save");
            ((NotificationBarSystem)(world.SystemManager.GetSystem<NotificationBarSystem>()[0])).AddNotification(alreadySaving);

            PerformActionList(actionTree.setCurrent(currentNode));
        }
Beispiel #2
0
        public void LoadSerialiazedActions(string p_completePath)
        {
            ActionsSerialized obj = new ActionsSerialized();
            Serializer seri = new Serializer();
            obj = seri.DeSerializeObject(p_completePath);

            //Avoid the action at place 0 since it's not a acttion
            for (int i = 1; i < obj.actions.getSize(); i++ )
            {
                obj.actions.at(i).AddAffectedSystems(world.SystemManager);
            }

            // Add some form of better clear here
            List<ActionInterface> actions = actionTree.undo();
            while (actions != null)
            {
                foreach (ActionInterface action in actions)
                    if (action != null) action.PerformAction();

                actions = actionTree.undo();
            }
            ////////

            actionTree.Clear(0); // zero: because we're adding data right away and we want to start from root
            actionTree.SetData(obj.nodes, obj.actions);
            PerformActionList(actionTree.setCurrent(obj.currentNode));

            List<Paragraph> info = new List<Paragraph>();
            info.Add(new Paragraph("Successfully loaded saved map from\n" + p_completePath));
            Notification alreadySaving = new Notification("Successfully loaded saved map!", NotificationType.SUCCESS, info, "Load");
            NotificationBarSystem notSys = (NotificationBarSystem)(world.SystemManager.GetSystem<NotificationBarSystem>()[0]);
            notSys.AddNotification(alreadySaving);

            ContentSystem sys = ((ContentSystem)world.SystemManager.GetSystem<ContentSystem>()[0]);
            Dictionary<string, Texture2D> textures = sys.GetTextureDictionary();

            Texture2D tileMap;
            if (textures.ContainsKey(obj.preferredTileMap)){
                tileMap = textures[obj.preferredTileMap];
            }
            else{
                string tilemap_garden = "tilemap_garden";
                tileMap = textures["tilemap_garden"];

                List<Paragraph> missingTextureDetails = new List<Paragraph>();
                missingTextureDetails.Add(new Paragraph("Failed to find the preferred tileSheet\n" + obj.preferredTileMap + "\nReverting back to " + tilemap_garden));
                Notification missingTexture = new Notification("Failed to find tileSheet", NotificationType.WARNING, missingTextureDetails, "Missing Texture");
                notSys.AddNotification(missingTexture);
            }
            ((StartupDialogSystem)world.SystemManager.GetSystem<StartupDialogSystem>()[0]).RequestToChangeTilemap(tileMap);
        }
Beispiel #3
0
        public void addNotification(Notification p_notification)
        {
            if (!m_transition)
            {
                m_notifications.Add(p_notification);
                m_transition = true;
                m_transitionDT = 0;

                if (m_openOnHover)
                    m_unseen++;
            }
            else
            {
                m_queued.Enqueue(p_notification);
            }
        }