public virtual void SaveGame() { world.Save(worldSaveName); buildingManager.Save(worldSaveName + BUILDINGS_KEY); if (resourceManager) { resourceManager.Save(worldSaveName + RESOURCES_KEY); } SaveDataManagement.SaveData <TransformData>(TransformData.TransformToSerializable(Camera.main.transform), worldSaveName + CAMERA_KEY); }
public virtual void Load(string saveName) { if (SaveDataManagement.HasSavedData(saveName)) { SimpleBuildingInstance[] buildings = SaveDataManagement.LoadData <SimpleBuildingInstance[]>(saveName); foreach (var buildingInstance in buildings) { MapTile tile = world.GetTileFromKey(buildingInstance.key); InstantiateBuilding(tile.x, tile.y, buildingInstance); } } }
public void Load(string key) { if (SaveDataManagement.HasSavedData(key)) { amount = SaveDataManagement.LoadData <List <int> >(key); } else { Reset(); } SyncListSize(); UpdateResourceDisplay(); }
// Use this for initialization protected virtual void Start() { eventSystem = FindObjectOfType <UnityEngine.EventSystems.EventSystem>(); if (doLoadOnStart && SaveDataManagement.HasSavedData(worldSaveName)) { LoadGame(); } else { ResetGame(); } }
public virtual void LoadGame() { buildingManager.Restart(); world.Load(worldSaveName); buildingManager.Load(worldSaveName + BUILDINGS_KEY); if (resourceManager) { resourceManager.Load(worldSaveName + RESOURCES_KEY); } if (SaveDataManagement.HasSavedData(worldSaveName + CAMERA_KEY)) { TransformData.SetTransformFromData(Camera.main.transform, SaveDataManagement.LoadData <TransformData>(worldSaveName + CAMERA_KEY)); } else { ResetCamera(); } }
public void Save(string key) { SaveDataManagement.SaveData <List <int> >(amount, key); }
public virtual void ClearSave() { SaveDataManagement.DeleteData(worldSaveName + BUILDINGS_KEY); SaveDataManagement.DeleteData(worldSaveName + CAMERA_KEY); }
public virtual void Save(string saveName) { SaveDataManagement.SaveData <SimpleBuildingInstance[]>(GetBuildingInstances(), saveName); }