public void Refresh() { selectedSnapshot = null; if (header) { header.DisplayCustomInfo((saveContext())? "Save your game" : "Load a Party", null, null); } if (population.Count > 0) { foreach (Button btn in population) { Destroy(btn.gameObject); } population.Clear(); } AllowValidation(false); PopupateList(); }
internal void FillHeaderInfo(RegisterySnapshot snapshot) { partyText.text = snapshot.PartyName; sceneText.text = snapshot.m_currentScene; timePlayedText.text = snapshot.FormatTimePlayed; }
public void Refresh() { selectedSnapshot = null; if (header) { header.DisplayCustomInfo((saveContext())? "Save your game" : "Load a Party", null, null); } if (population.Count > 0) { foreach(Button btn in population) { Destroy(btn.gameObject); } population.Clear(); } AllowValidation(false); PopupateList(); }
private static void LoadRegistery(RegisterySnapshot snap) { string path = "/saves/" + snap.m_identifier + ".gjd"; BinaryFormatter bf = new BinaryFormatter(); FileStream stream = File.Open(Application.persistentDataPath + path, FileMode.Open); Registery = bf.Deserialize(stream) as GameRegistery; stream.Close(); PausePlayTimer(false); GameController.TimeController.GameOver(false); BlockedSave = false; SceneManager.LoadScene(Registery.m_snapshot.m_currentScene); }
/// <summary> /// Load the regitery (and the party right after) /// Fire OnPreLoadEvent before any actions, then OnPostLoadEvent at the very end /// </summary> /// <param name="snap">The snapshot to load</param> public static void LoadGame(RegisterySnapshot snap) { if (OnPreLoadEvent != null) OnPreLoadEvent(); PausePlayTimer(true); LoadRegistery(snap); if (OnPostLoadEvent != null) OnPostLoadEvent(); }
/// <summary> /// Update and write the current Registery to disk. /// </summary> /// <param name="overriden">The snapshot file to override</param> public static void SaveAndWrite(RegisterySnapshot overriden) { Registery.m_snapshot.m_identifier = overriden.m_identifier; SaveAndWrite(false); }
internal void FillHeaderInfo(RegisterySnapshot snapshot) { partyText.text = snapshot.PartyName; sceneText.text = snapshot.m_currentScene; timePlayedText.text = snapshot.FormatTimePlayed; }