Example #1
0
    // When you press the "Save Level as..." button
    public void OnSaveLevelAsButtonPressed()
    {
        // Initializes SaveFileDialog with some values 
        SaveFileDialog dialog = new SaveFileDialog();
        dialog.Filter = "Level Save Files (*.sav)|*.sav";
        dialog.FileName = "newLevel.sav";
        dialog.RestoreDirectory = true;
        dialog.InitialDirectory = UnityEngine.Application.dataPath + "/Saved Levels";

        DialogResult result = dialog.ShowDialog();
        switch(result)
        { 
            case DialogResult.OK:
                LevelObjectEditor.current.DeselectObject();

                loadSaveUtility.SaveGame(dialog.FileName, Path.GetFileNameWithoutExtension(dialog.FileName));
                //Debug.Log("Save filed as: " + dialog.FileName);
                LevelSaveManager.RecordSave(dialog.FileName);

                YesNoDialog.current.CancelDialog();
            break;

            case DialogResult.Cancel:
                YesNoDialog.current.CloseDialog();
            break;
        }
    }
Example #2
0
    private void LoadLevel()
    { 
        // Windows forms OpenFileDialog
        OpenFileDialog dialog = new OpenFileDialog();

        // Asks for .sav files only
        dialog.Filter = "Level Save Files (*.sav)|*.sav";
        dialog.RestoreDirectory = true;
        dialog.InitialDirectory = UnityEngine.Application.dataPath + "/Saved Levels";

        // Gets path from dialog
        if (dialog.ShowDialog() == DialogResult.OK)
        {
            LevelObjectEditor.current.DeselectObject();

            string path = dialog.FileName;
            loadSaveUtility.LoadGame(path);

            LevelSaveManager.RecordSave(path);

            YesNoDialog.current.CancelDialog();
        }
        else
        {
            YesNoDialog.current.CloseDialog();
        }
    }
Example #3
0
    // When you press the "Save Level..." button
    public void OnSaveLevelButtonPressed()
    {
        // Checks if the level has a path already or if we need to set a location and name first
        if (!LevelSaveManager.loadedFromPath)
        {
            OnSaveLevelAsButtonPressed();
            return;
        }
        LevelObjectEditor.current.DeselectObject();

        string fileName = Path.GetFileNameWithoutExtension(LevelSaveManager.levelSaveFullPath);
        //Debug.Log("Full Path: " + LevelSaveManager.levelSaveFullPath + ", Filename only: " + fileName);
        loadSaveUtility.SaveGame(LevelSaveManager.levelSaveFullPath, fileName);
        LevelSaveManager.RecordSave(LevelSaveManager.levelSaveFullPath);

        YesNoDialog.current.CancelDialog();
    }