public void LoadSave_by_Index(int index)
    {
        //GameDataManager.RequestData(Generate_Big_Data, Print_Big_Data);

        string path = Path.Combine(Application.persistentDataPath, "Save" + index.ToString() + ".vSave");

        if (File.Exists(path))
        {
            //With the use.... when code get out of the scope......automatically Close.
            using (BinaryReader reader = new BinaryReader(File.OpenRead(path)))
            {
                //1.) Read the Scene Name
                string sceneName = reader.ReadString();

                //2. push a load data command to command Queue. After we Change Scene, We will Load the Data
                SceneInitCommandQueue.Enqueue(new SceneInitCommandInfo(LoadSave, path));

                //3.) Load the Scene
                SceneManager.LoadScene(sceneName, LoadSceneMode.Single);
            }
        }
        else
        {
            Debug.Log("The Save is Invalidate");
        }
    }
Ejemplo n.º 2
0
 private void Start()
 {
     while (SceneInitCommandQueue.Count > 0)
     {
         SceneInitCommandInfo info = SceneInitCommandQueue.DequeueInit();
         info.callback(info.parameter);
     }
 }
 public void NextLevel()
 {
     currentLevel++;
     SceneInitCommandQueue.Enqueue(new SceneInitCommandInfo(Default_Init, true));
     SceneManager.LoadScene(currentLevel, LoadSceneMode.Single);
 }
    //============================================================

    public void StartNewGame()
    {
        currentLevel = 1;
        SceneManager.LoadScene(1, LoadSceneMode.Single);
        SceneInitCommandQueue.Enqueue(new SceneInitCommandInfo(Default_Init, null));
    }