Example #1
0
 private static void OnSavedGameDataRead(SavedGameRequestStatus status, byte[] data)
 {
     //Debug.Log("DoneLoading GP: " +status);
     if (status == SavedGameRequestStatus.Success)
     {
         // handle processing the byte array data
         loadedData = ObjectSerializationExtension.Deserialize <PlayerData>(data);
     }
     else
     {
         // handle error
     }
 }
Example #2
0
    void RestoreGame()
    {
        WorldSave save = new WorldSave();

        if (System.IO.File.Exists("data.dat"))
        {
            byte[] data = File.ReadAllBytes("data.dat");
            Debug.Log(data.Length);
            if (data.Length > 0)
            {
                save = ObjectSerializationExtension.Deserialize <WorldSave>(data);
                int index = 0;
                for (int i = 0; i < VoxelData.m_WorldSizeInChunks; ++i)
                {
                    for (int j = 0; j < VoxelData.m_WorldSizeInChunks; ++j)
                    {
                        if (save.m_Chunks[index] != null)
                        {
                            if (m_World.m_Chunks[i, j] == null)
                            {
                                m_World.m_Chunks[i, j] = new Chunk(save.m_Chunks[index].m_Coord, m_World, true);
                            }

                            int voxelIndex = 0;
                            for (int k = 0; k < VoxelData.m_ChunkWidth; ++k)
                            {
                                for (int d = 0; d < VoxelData.m_ChunkHeight; ++d)
                                {
                                    for (int c = 0; c < VoxelData.m_ChunkWidth; ++c)
                                    {
                                        m_World.m_Chunks[i, j].m_VoxelMap[k, d, c] = save.m_Chunks[index].m_VoxelMap[voxelIndex];

                                        voxelIndex++;
                                    }
                                }
                            }
                            m_World.m_Chunks[i, j].UpdateMeshData();
                            m_World.m_Chunks[i, j].m_Coord = save.m_Chunks[index].m_Coord;
                        }
                        index++;
                    }
                }
            }
        }
    }