/// <summary> /// Tries to load the inventory if a file is present /// </summary> public virtual void LoadSavedInventory() { SerializedInventory serializedInventory = (SerializedInventory)MMSaveLoadManager.Load(typeof(SerializedInventory), gameObject.name + _saveFileExtension, _saveFolderName); ExtractSerializedInventory(serializedInventory); MMInventoryEvent.Trigger(MMInventoryEventType.InventoryLoaded, null, this.name, null, 0, 0); }
/// <summary> /// Tries to load the currency if a file is present /// </summary> public virtual void LoadSavedCurrency() { SerializedCurrency serializedCurrency = (SerializedCurrency)MMSaveLoadManager.Load(typeof(SerializedCurrency), _saveFileNameCurrency + _saveFileExtensionCurrency, _saveFolderName); ExtractSerializedCurrency(serializedCurrency); CorgiEngineEvent.Trigger(CorgiEngineEventTypes.LoadPoints); }
/// <summary> /// Saves the achievements current status to a file on disk /// </summary> public void SaveUpgrades() { SerializedUpgradeManager serializedUpgrade = new SerializedUpgradeManager(); FillSerializedUpgrades(serializedUpgrade); MMSaveLoadManager.Save(serializedUpgrade, _saveFileNameUpgrades + _saveFileExtensionUpgrades, _saveFolderName); }
//Save / Serialize /// <summary> /// Saves the currency to a file /// </summary> public virtual void SaveCurrency() { SerializedCurrency serializedCurrency = new SerializedCurrency(); FillSerializedCurrency(serializedCurrency); MMSaveLoadManager.Save(serializedCurrency, _saveFileNameCurrency + _saveFileExtensionCurrency, _saveFolderName); }
public virtual void SaveIntroScene() { SerializedIntro serializedIntro = new SerializedIntro(); FillSerializedIntroScene(serializedIntro); MMSaveLoadManager.Save(serializedIntro, _saveFileNameCurrency + _saveFileExtensionCurrency, _saveFolderName); }
public virtual void SaveTime() { SerializedTime serializedTime = new SerializedTime(); FillSerializedTime(serializedTime); MMSaveLoadManager.Save(serializedTime, _saveFileNameUpgrades + _saveFileExtensionUpgrades, _saveFolderName); }
/// <summary> /// Saves the achievements current status to a file on disk /// </summary> public void SaveGeomancers() { SerializedGeomancerManager serializedGeo = new SerializedGeomancerManager(); FillSerializedGeomancers(serializedGeo); MMSaveLoadManager.Save(serializedGeo, _saveFileNameUpgrades + _saveFileExtensionUpgrades, _saveFolderName); }
/// <summary> /// Deletes all save files /// </summary> public virtual void ResetAllSaves() { MMSaveLoadManager.DeleteSaveFolder("InventoryEngine"); MMSaveLoadManager.DeleteSaveFolder("CorgiEngine"); MMSaveLoadManager.DeleteSaveFolder("MMAchievements"); MMSaveLoadManager.DeleteSaveFolder("MMRetroAdventureProgress"); }
/// <summary> /// Saves the inventory to a file /// </summary> public virtual void SaveInventory() { SerializedInventory serializedInventory = new SerializedInventory(); FillSerializedInventory(serializedInventory); MMSaveLoadManager.Save(serializedInventory, gameObject.name + _saveFileExtension, _saveFolderName); }
/// <summary> /// Saves the achievements current status to a file on disk /// </summary> public void SaveDataCollection() { SerializedDataManager serializedDataManager = new SerializedDataManager(); FillSerializedData(serializedDataManager); MMSaveLoadManager.Save(serializedDataManager, _saveFileNameUpgrades + _saveFileExtensionUpgrades, _saveFolderName); }
/// <summary> /// Loads the settings from file (if found) /// </summary> protected virtual void LoadGameSettings() { SaveSettings settings = (SaveSettings)MMSaveLoadManager.Load(typeof(GameObject), _saveFileName, _saveFolderName); if (settings != null) { SaveSettings = settings; } }
/// <summary> /// Loads the sound settings from file (if found) /// </summary> protected virtual void LoadSoundSettings() { SoundSettings settings = (SoundSettings)MMSaveLoadManager.Load(typeof(SoundSettings), _saveFileName, _saveFolderName); if (settings != null) { Settings = settings; } }
/// <summary> /// Resets the sound settings by destroying the save file /// </summary> protected virtual void ResetSoundSettings() { MMSaveLoadManager.DeleteSave(_saveFileName, _saveFolderName); }
/// <summary> /// Saves the sound settings to file /// </summary> protected virtual void SaveSoundSettings() { MMSaveLoadManager.Save(Settings, _saveFileName, _saveFolderName); }
/// <summary> /// Delete storage inventory when player decides to remove storage object from the scene. It only deletes inventory save not GameObject. /// </summary> public virtual void DeleteStorageInventory() { MMSaveLoadManager.DeleteSave(_inventoryName + _saveFileExtension, _saveFolderName); }
/// <summary> /// Delete vendor inventory and vendor roll back inventory when player decides to remove vendor object from the scene. It only deletes inventory save not GameObject. /// </summary> public virtual void DeleteVendorInventory() { MMSaveLoadManager.DeleteSave(_inventoryName + _saveFileExtension, _saveFolderName); MMSaveLoadManager.DeleteSave(_inventoryRollBackName + _saveFileExtension, _saveFolderName); }
/// <summary> /// Tries to load the currency if a file is present /// </summary> public virtual void LoadSavedTime() { SerializedTime serializedTime = (SerializedTime)MMSaveLoadManager.Load(typeof(SerializedTime), _saveFileNameUpgrades + _saveFileExtensionUpgrades, _saveFolderName); ExtractSerializedTime(serializedTime); }
/// <summary> /// Adds a menu item to reset all saved inventories directly from Unity. /// This will remove the whole MMData/InventoryEngine folder, use it with caution. /// </summary> private static void ResetAllSavedInventories() { MMSaveLoadManager.DeleteSaveFolder(_saveFolderName); Debug.LogFormat("Inventories Save Files Reset"); }
public void LoadGeomancers() { SerializedGeomancerManager serializedGeo = (SerializedGeomancerManager)MMSaveLoadManager.Load(typeof(SerializedGeomancerManager), _saveFileNameUpgrades + _saveFileExtensionUpgrades, _saveFolderName); ExtractSerializedGeomancers(serializedGeo); }
/// <summary> /// Deletes all save files /// </summary> public virtual void ResetAllSaves() { MMSaveLoadManager.DeleteSaveFolder("InventoryEngine"); MMSaveLoadManager.DeleteSaveFolder("TopDownEngine"); MMSaveLoadManager.DeleteSaveFolder("MMAchievements"); }
/// <summary> /// Tries to load the currency if a file is present /// </summary> public virtual void LoadSavedIntroScene() { SerializedIntro serializedIntro = (SerializedIntro)MMSaveLoadManager.Load(typeof(SerializedIntro), _saveFileNameCurrency + _saveFileExtensionCurrency, _saveFolderName); ExtractSerializedIntroScene(serializedIntro); }
public void LoadDataCollection() { SerializedDataManager serializedDataManager = (SerializedDataManager)MMSaveLoadManager.Load(typeof(SerializedDataManager), _saveFileNameUpgrades + _saveFileExtensionUpgrades, _saveFolderName); ExtractSerializedData(serializedDataManager); }
/// <summary> /// Destroys any save file /// </summary> public virtual void ResetSavedInventory() { MMSaveLoadManager.DeleteSave(gameObject.name + _saveFileExtension, _saveFolderName); Debug.LogFormat("save file deleted"); }