/// <summary> /// Saves the value. /// </summary> /// <param name="name">Name.</param> /// <param name="value">If set to <c>true</c> value.</param> private void SaveValue(string name, bool value) { if (_saveInPreferences) { _channel.SetValue(name, value); } }
/// <summary> /// Saves the value. /// </summary> /// <param name="name">Name.</param> /// <param name="value">Value.</param> private void SaveValue(string name, Vector2 value) { if (_saveInPreferences) { _channel.SetValue(name, string.Format("{0};{1}", value.x, value.y)); } }
private void SaveHistory(string name, Stack <T> stack) { // Generate Back History var builder = new StringBuilder(); var ienum = stack.GetEnumerator(); int total = stack.Count; int currentCount = 0; while (ienum.MoveNext()) { var current = ienum.Current; builder.Append(GetSerializedElement(current)); if (++currentCount < total) { builder.Append(";"); } } var data = builder.ToString(); _channel.SetValue(name, data); }
private void SaveHistory(string name, Stack <ISceneFileEntity> stack) { // Generate Back History var builder = new StringBuilder(); var ienum = stack.GetEnumerator(); int total = stack.Count; int currentCount = 0; while (ienum.MoveNext()) { var current = ienum.Current; builder.Append(current.Name); builder.Append(","); builder.Append(current.FullPath); if (++currentCount < total) { builder.Append(";"); } } var data = builder.ToString(); _channel.SetValue(name, data); }