protected override void OnClosing(CancelEventArgs e) { base.OnClosing(e); CatalogViewerUc.StoreLayouts(); Saveable.SaveAll(); Application.Current.Shutdown(); }
public void saveObject(Saveable save, Stream stream, SaverOutputType format) { stream = new NoCloseStream(stream); switch (format) { case SaverOutputType.Json: using (var writer = new JsonTextWriter(new StreamWriter(stream))) { if (WritePretty) { writer.Formatting = Newtonsoft.Json.Formatting.Indented; } jsonSaver.Value.saveObject(save, writer); } break; case SaverOutputType.Bson: using (var writer = new BsonDataWriter(stream)) { jsonSaver.Value.saveObject(save, writer); } break; case SaverOutputType.Xml: using (var writer = new XmlTextWriter(stream, Encoding.Unicode)) { if (WritePretty) { writer.Formatting = System.Xml.Formatting.Indented; } xmlSaver.Value.saveObject(save, writer); } break; } }
public void LoadCurrentForm(GameObject g) { if (g.GetComponent <Form>() != null) { Form f = g.GetComponent <Form>(); Saveable.Load(f); Debug.Log("Saving Form : " + f.GetType() + " || On Game Object || " + g.name); } else { Debug.Log("No Forms On Object"); } if (recursiveLoad) { Cycle[] cycles = g.GetComponents <Cycle>(); for (int i = 0; i < cycles.Length; i++) { for (int j = 0; j < cycles[i].Cycles.Count; j++) { if (cycles[i].Cycles[j].gameObject != g) { LoadCurrentForm(cycles[i].Cycles[j].gameObject); } } } } }
private SavedInstance CreateSavedInstance(string assetId, AssetSource source) { var prefab = _assetResolver.Resolve(assetId, source); // We will temporarily set the resource to disabled. Because we don't want to enable any // of the components yet. bool prefabActiveState = prefab.gameObject.activeSelf; prefab.SetActive(false); GameObject instance = Object.Instantiate(prefab); SceneManager.MoveGameObjectToScene(instance, _scene); // After instantiating we reset the resource back to it's original state. prefab.SetActive(prefabActiveState); Saveable saveable = instance.GetComponent <Saveable>(); if (saveable == null) { Debug.LogWarning("Save Instance Manager: No saveable added to spawned object." + $" Scanning for ({nameof(ISaveableComponent)})s during runtime is more costly."); saveable = instance.AddComponent <Saveable>(); saveable.ScanAddSaveableComponents(); } var guidProvider = instance.GetComponent <GuidComponent>() ?? instance.AddComponent <GuidComponent>(); SavedInstance savedInstance = instance.AddComponent <SavedInstance>(); savedInstance.Configure(saveable, this); return(savedInstance); }
public void AddListener(Saveable instance, SaveablePrefab scriptablePrefab, string identification) { SaveablePrefabData prefabData; // Is there no data yet for this scriptable prefab? Create it. if (!saveReferences.TryGetValue(scriptablePrefab, out prefabData)) { prefabData = new SaveablePrefabData(); prefabData.prefabGUID = scriptablePrefab.GetGuid(); prefabData.trimmedguid = $"{this.gameObject.scene.name}{prefabData.prefabGUID.Substring(0, 4)}"; saveReferences.Add(scriptablePrefab, prefabData); } // Add identification keys for each saveable object. if (!prefabData.saveableGUIDS.ContainsKey(instance)) { string saveableGUID = (string.IsNullOrEmpty(identification) ? $"I{prefabData.trimmedguid}{prefabData.saveableGUIDS.Count}" : identification); instance.saveIdentification.UseConstant = true; instance.saveIdentification.ConstantValue = saveableGUID; isSaveable = true; prefabData.saveableGUIDS.Add(instance, saveableGUID); } }
public void Save() { float saveDataString = activeAvatar; //First save out all brushes //Second save out the actual avatar data with pointers towards this brush data List <string> brushesToSave = new List <string>(); for (int i = 0; i < brushHolder.brushes.Length; i++) { string fileName = brushHolder.brushes[i].name + "_" + saveDataString; print(fileName); brushesToSave.Add(brushHolder.brushes[i].name + "_" + saveDataString); Saveable.Save(brushHolder.brushes[i].particles, "DNA/" + fileName); } AvatarData a = new AvatarData(activeAvatar, themes.activeTheme, animations.activeAnimation); string avatarFileName = "/AVAS/AVA_" + activeAvatar + ".ava"; SaveOut(a, avatarFileName); }
static void SaveNewForm(Form form) { form.saveName = GetSafeName(); form.Embody(); form.loadedFromFile = false; Saveable.Save(form); }
public void FullRebuild() { foreach (Form f in forms) { if (Saveable.Check(f.saveName)) { Saveable.Delete(f.saveName); } new WaitForSeconds(3); f.alwaysRemake = true; } Saveable.DeleteAll(); Reset(); OnDisable(); OnEnable(); Saveable.ClearNames(); foreach (Form f in forms) { f.saveName = Saveable.GetSafeName(); Saveable.Save(f); f.alwaysRemake = false; } DebugThis("" + Saveable.CheckIfAllNamesSafe()); }
private void Initialize() { isInitialized = true; if (characterRendererPrefab != null) { GameObject characterRenderer = GameObject.Instantiate(characterRendererPrefab); characterRenderer.transform.position = new Vector3((Camera.allCamerasCount) * 5, 0, 0); if (rawImage != null) { rawImage.texture = characterRenderer.GetComponent <UICharacterRenderer>().GetTexture(); rawImage.SetNativeSize(); rawImage.rectTransform.sizeDelta = rawImage.rectTransform.sizeDelta * 2; } Saveable getSaveable = characterRenderer.GetComponentInChildren <Saveable>(); if (getSaveable != null) { saveable.Add(getSaveable); } } buttonRequestRemove.onClick.AddListener(RequestRemoveSlot); }
public void RemoveListener(Saveable instance, SaveablePrefab scriptablePrefab) { #if UNITY_EDITOR if (!Application.isPlaying) { return; } #endif // We only remove the saved state of a prefab when it is destroyed by code. // Not while the scene is being destroyed or when the game is quitting. if (destroyingScene || quittingGame) { return; } SaveablePrefabData data; if (saveReferences.TryGetValue(scriptablePrefab, out data)) { instance.RemoveFromSaveData(); if (data.saveableGUIDS.Remove(instance)) { isSaveable = true; } else { Debug.Log("Tried to remove listener that was never added."); } } }
private void saveObject(Saveable saveable, EditorResourceProvider resourceProvider, String filename) { using (XmlTextWriter writer = new XmlTextWriter(resourceProvider.openWriteStream(filename), Encoding.Unicode)) { writer.Formatting = Formatting.Indented; EditorController.XmlSaver.saveObject(saveable, writer); } }
public void addItem(String name, Saveable data) { ScratchAreaItem item = new ScratchAreaItem(name, this); item.serialize(data); items.Add(item); onItemAdded(item); }
public Object copyObject(Saveable source) { lastLoadedObject = null; saveControl.saveObject(source); loadControl.reset(); saveControl.reset(); return(lastLoadedObject); }
public static void Save(Saveable save, Stream stream) { using (XmlTextWriter textWriter = new XmlTextWriter(stream, Encoding.Unicode)) { textWriter.Formatting = Formatting.Indented; xmlSaver.saveObject(save, textWriter); } }
public static void SaveDatas(Saveable save, string filePath) { BinaryFormatter formatter = new BinaryFormatter(); FileStream stream = new FileStream(filePath, FileMode.Create); formatter.Serialize(stream, save); stream.Close(); Debug.Log("Saved"); }
//Update Save private void UpdateSave(Saveable s){ //First increment the current update value IncrementCurrUpdateNumber(s); //Then save at that current value string filename =DIRECTORY +s.filename+GetCurrUpdateNumber(s)+FILE_TYPE; BinaryWriter wr = new BinaryWriter(File.Open(filename, FileMode.Create)); s.WriteUpdateSave(wr); wr.Close();//Close out the writeable }
public SaveableObjectStream(Saveable saveable) { stream = new MemoryStream(); xmlWriter = new XmlTextWriter(stream, Encoding.Unicode); xmlWriter.Formatting = Formatting.Indented; EditorController.XmlSaver.saveObject(saveable, xmlWriter); xmlWriter.Flush(); stream.Position = 0; }
public void AddValue(string name, Saveable value) { if (value != null) { validate(name, value); long objectID = writer.saveObject(value); entries.Add(name, new SaveEntry(name, value, value.GetType(), objectID)); } }
/// <summary> /// Save current database /// </summary> /// <param name="path">Path to the database</param> public void Save(string path) { System.IO.File.Delete(path); using (var db = new LiteDatabase(path)) { var collection = db.GetCollection <Saveable>("classifier"); var s = new Saveable(this); collection.Insert(s); } }
public void saveObject(Saveable save, XmlWriter xmlWriter) { this.xmlWriter = xmlWriter; xmlWriter.WriteStartElement(DOCUMENT); saveControl.saveObject(save); xmlWriter.WriteEndElement(); saveControl.reset(); xmlWriter.Flush(); }
/// <summary> /// Add saveable from the notification list. So it can recieve load/save requests. /// </summary> /// <param name="saveable"> Reference to the saveable that listens to the Save Master </param> public static void AddListener(Saveable saveable) { if (saveable != null && activeSaveGame != null) { saveable.OnLoadRequest(activeSaveGame); } saveables.Add(saveable); }
// Use this for initialization void Start() { saveable = GetComponent <Saveable>(); enemyHealth = GetComponent <ActorHealth>(); if (enemyHealth == null) { enemyHealth = GetComponentInChildren <ActorHealth>(); } }
/// <summary> /// Remove saveable from the notification list. So it no longers recieves load/save requests. /// </summary> /// <param name="saveable"> Reference to the saveable that listens to the Save Master </param> public static void RemoveListener(Saveable saveable) { if (saveables.Remove(saveable)) { if (saveable != null && activeSaveGame != null) { saveable.OnSaveRequest(activeSaveGame); } } }
/// <summary> /// Wipe all data of a specified saveable /// </summary> /// <param name="saveable"></param> public static void WipeSaveable(Saveable saveable) { if (activeSaveGame == null) { Debug.LogError("Failed to wipe scene data: No save game loaded."); return; } saveable.WipeData(activeSaveGame); }
public Saveable GetTYPE(string name, Saveable defaultValue) { SaveEntry retVal; if (entries.TryGetValue(name, out retVal)) { return((Saveable)retVal.Value); } return(defaultValue); }
public void DestroyObject(Saveable saveable) { if (spawnInfo.ContainsKey(saveable.gameObject)) { spawnInfo.Remove(saveable.gameObject); loadedIDs.Remove(saveable.saveIdentification); isDirty = true; } }
public static Saveable LoadDatas(string filePath) { BinaryFormatter formatter = new BinaryFormatter(); FileStream stream = new FileStream(filePath, FileMode.Open); Saveable data = (Saveable)formatter.Deserialize(stream); stream.Close(); Debug.Log("Loaded"); return(data); }
private float GetId(GameObject go) { Saveable saveable = go.GetComponent <Saveable>(); if (saveable != null) { return(saveable.Id); } return(-1f); }
public void DestroyObject(SavedInstance savedInstance, Saveable saveable) { if (spawnInfo.ContainsKey(savedInstance)) { spawnInfo.Remove(savedInstance); loadedIDs.Remove(saveable.SaveIdentification); changesMade++; } }
/// <summary> /// /// </summary> /// <param name="saveable"> Reference to the saveable that listens to the Save Master </param> /// <param name="saveData"> Should it try to save the saveable data to the save file when being removed? </param> public static void RemoveListener(Saveable saveable, bool saveData) { if (saveData) { RemoveListener(saveable); } else { saveables.Remove(saveable); } }
public void removeObj(Saveable obj) { savedObjs.Remove(obj); }
/*private void pictureBox1_MouseHover(object sender, MouseEventArgs e) { if (e.Button == MouseButtons.Left) { clickZoom(sender, e); } }*/ private void saveButton_Click(object sender, EventArgs e) { SaveFileDialog sfd = new SaveFileDialog(); sfd.InitialDirectory = curDir; sfd.Filter = "XML Files | *.xml"; sfd.DefaultExt = "xml"; if (sfd.ShowDialog() == DialogResult.Cancel) { return; } Saveable sa = new Saveable(); sa.imageList = imageList; sa.indexList = indexList; XmlSerializer serializer = new XmlSerializer(typeof(Saveable)); using (TextWriter writer = new StreamWriter(@sfd.FileName)) { serializer.Serialize(writer, sa); } }
public void addObj(Saveable obj) { savedObjs.Add(obj); }