Example #1
0
        /// <summary>
        /// Save all mod and user settings. Use this instead of UserIO.SaveHandler(false, true)
        /// </summary>
        /// <returns>The routine enumerator.</returns>
        public static IEnumerator SaveSettings()
        {
            bool saving = true;

            RunThread.Start(() => {
                Invoke("SaveSettings");
                saving = false;
            }, "MOD_IO", false);

            SaveLoadIcon.Show(Engine.Scene);
            while (saving)
            {
                yield return(null);
            }
            yield return(UserIO.SaveHandler(false, true));

            SaveLoadIcon.Hide();
        }
        public override void Begin()
        {
            base.Begin();

            targetSID        = CollabModule.Instance.Session.LobbySID;
            targetRoom       = CollabModule.Instance.Session.LobbyRoom;
            targetSpawnPoint = new Vector2(CollabModule.Instance.Session.LobbySpawnPointX, CollabModule.Instance.Session.LobbySpawnPointY);

            CollabModule.Instance.Session.LobbySID                    = null;
            CollabModule.Instance.Session.LobbyRoom                   = null;
            CollabModule.Instance.Session.LobbySpawnPointX            = 0;
            CollabModule.Instance.Session.LobbySpawnPointY            = 0;
            CollabModule.Instance.Session.SaveAndReturnToLobbyAllowed = false;

            SaveLoadIcon.Show(this);
            Entity coroutineHolder;

            Add(coroutineHolder = new Entity());
            coroutineHolder.Add(new Coroutine(Routine()));
            Stats.Store();
            RendererList.UpdateLists();
        }
Example #3
0
        private static IEnumerator _SaveSettings()
        {
            bool saving = true;

            RunThread.Start(() => {
                foreach (EverestModule mod in _Modules)
                {
                    mod.SaveSettings();
                }
                saving = false;
            }, "MOD_IO", false);

            SaveLoadIcon.Show(Engine.Scene);
            while (saving)
            {
                yield return(null);
            }
            yield return(patch_UserIO.SaveHandlerLegacy(false, true));

            SaveLoadIcon.Hide();

            _SavingSettings = false;
        }