public void BeginDream() { TextureSetSystem.SetTextureSet(randomTextureSetFromDayNumber(GameSave.CurrentJournalSave.DayNumber)); string dreamPath = GameSave.CurrentJournalSave.DayNumber == 1 ? JournalLoader.Current.GetFirstDream() : JournalLoader.Current.GetDreamFromGraph(GameSave.CurrentJournalSave.LastGraphX, GameSave.CurrentJournalSave.LastGraphY); _currentDreamPath = dreamPath; Dream dream = _serializer.Deserialize <Dream>(PathUtil.Combine(Application.streamingAssetsPath, dreamPath)); BeginDream(dream); }
public void EditLevel(string levelPath) { GameObject existingLevel = GameObject.Find("Level"); if (existingLevel != null) { DestroyImmediate(existingLevel); } levelPath = PathUtil.Combine(Application.streamingAssetsPath, levelPath); if (Path.GetExtension(levelPath) == ".json") { Dream.Dream dream = _serializer.Deserialize <Dream.Dream>(levelPath); if (dream.Type == DreamType.Legacy) { LoadLBD(dream); } if (!string.IsNullOrEmpty(dream.Level)) { string tmapPath = PathUtil.Combine(Application.streamingAssetsPath, dream.Level); _levelObj = _levelLoader.LoadLevel(tmapPath); } else { newLevel(); } } else { _levelObj = _levelLoader.LoadLevel(levelPath); } }
public void Load() { Debug.Log("Loading game settings..."); // if we're loading over an existing settings object we want to deregister the old one if (Settings != null) { SettingsBindBroker.DeregisterData(Settings); } // check to see if the settings file exists if (File.Exists(SettingsPath)) { Settings = _serializer.Deserialize <GameSettings>(SettingsPath); } else { // create the default settings Debug.Log("Settings.json not found, creating default settings"); Settings = new GameSettings(); Save(); } // register the new settings object SettingsBindBroker.RegisterData(Settings); }
public GameObject LoadLevel(string levelPath) { Level level = _serializer.Deserialize <Level>(levelPath); LevelEntities entities = level.ToScene(DreamSystem, SettingsSystem); OnLevelLoaded?.Invoke(entities); return(entities.gameObject); }
private void importExistingJournal() { var journalPath = EditorUtility.OpenFilePanelWithFilters("Open journal JSON...", "", new[] { "Journal JSON file", "json" }); if (!string.IsNullOrEmpty(journalPath)) { _journal = _serializer.Deserialize <DreamJournal>(journalPath); } }
public void LoadJournals() { var journalsPath = PathUtil.Combine(Application.streamingAssetsPath, PathToJournals); var journalFiles = Directory.GetFiles(journalsPath, "*.json"); Journals = new List <DreamJournal>(); foreach (var journalFile in journalFiles) { var journal = _serializer.Deserialize <DreamJournal>(journalFile); Journals.Add(journal); } }
private void load() { List <CreditsSection> creditsSections = _serializer.Deserialize <List <CreditsSection> >(PathUtil.Combine(Application.streamingAssetsPath, CREDITS_FILE_PATH)); addObject(UITitleTextPrefab); foreach (var section in creditsSections) { createSection(section); } addObject(UIEndCapObject); }
private void importExistingDream() { var dreamPath = EditorUtility.OpenFilePanelWithFilters("Open dream JSON...", "", new[] { "Dream JSON file", "json" }); if (!string.IsNullOrEmpty(dreamPath)) { _dream = _serializer.Deserialize <Dream.Dream>(dreamPath); _dreamEnvironmentFoldoutStates.Clear(); foreach (var env in _dream.Environments) { _dreamEnvironmentFoldoutStates.Add(false); } } }
/// <summary> /// Load the saved settings from the file. /// </summary> public static void LoadSettings() { Debug.Log("Loading game settings..."); // check to see if the settings file exists if (File.Exists(SettingsPath)) { CurrentSettings = _serializer.Deserialize <GameSettings>(SettingsPath); } else { // create the default settings Debug.Log("Settings.json not found, creating default settings"); CurrentSettings = new GameSettings(); SaveSettings(CurrentSettings); } }
public void Load() { if (!File.Exists(_savedGamePath)) { Debug.Log("Unable to find game save -- creating new one"); Data = new GameSaveData(); foreach (var journal in JournalLoader.Journals) { Data.Journal(journal); } Save(); } else { Data = _serializer.Deserialize <GameSaveData>(_savedGamePath); } }
public void LoadSchemes() { Debug.Log("Deserialising control schemes..."); Schemes = new List <ControlScheme>(); // if the directory doesn't exist, create it if (!Directory.Exists(_controlSchemesPath)) { Directory.CreateDirectory(_controlSchemesPath); } // deserialize all of the control schemes in the path foreach (string file in Directory.GetFiles(_controlSchemesPath, "*.dat")) { Schemes.Add(_serializer.Deserialize <ControlScheme>(file)); } }
void Awake() { SerializationTest test = new SerializationTest() { Name = "Testing serialization!!", Number = 3.141f }; test.Strings.AddRange(new [] { "test 1", "test 2", "test 3" }); ToriiSerializer serializer = new ToriiSerializer(); //serializer.Serialize(test, "test.dat"); SerializationTest test2 = serializer.Deserialize <SerializationTest>("test2.dat"); Debug.Log(test2.Name); Debug.Log(test2.Number); }
// deserialize control schemes from a given path private static List <ControlScheme> deserializeControlSchemes(string path) { List <ControlScheme> schemes = new List <ControlScheme>(); // if the directory doesn't exist, create it if (!Directory.Exists(path)) { Directory.CreateDirectory(path); } // deserialize all of the control schemes in the path foreach (string file in Directory.GetFiles(path, "*.dat")) { schemes.Add(_serializer.Deserialize <ControlScheme>(file)); } return(schemes); }