Example #1
0
    public static void SaveWorldMap(WorldMapData worldMapData)
    {
        FileStream      fs = File.Create(WorldMapSaveFile);
        BinaryFormatter bf = new BinaryFormatter();

        SerializedWorldMapData gameData = new SerializedWorldMapData();

        gameData.Player = DataSerialization.Serialize(worldMapData.Player);

        gameData.Seed          = worldMapData.Seed;
        gameData.WorldMapInfos = worldMapData.WorldMapInfos;
        gameData.DiscoveredMap = worldMapData.DiscoveredMap;
        gameData.CurrentPosX   = (int)worldMapData.CurrentPos.x;
        gameData.CurrentPosY   = (int)worldMapData.CurrentPos.y;
        gameData.Size          = worldMapData.Size;

        gameData.InventoryItemId       = new List <string>();
        gameData.InventoryItemQuantity = new List <int>();
        foreach (Item item in worldMapData.Inventory)
        {
            gameData.InventoryItemId.Add(item.ItemId.ToString());
            gameData.InventoryItemQuantity.Add(item.Quantity);
        }

        bf.Serialize(fs, gameData);
        fs.Close();
    }
Example #2
0
    public static WorldMapData LoadWorldMap()
    {
        if (File.Exists(WorldMapSaveFile))
        {
            FileStream fs = File.Open(WorldMapSaveFile, FileMode.Open);

            if (fs == null || fs.Length == 0)
            {
                Debug.Log("Failed to load WorldMapSaveFile (null or empty)");
                return(null);
            }

            BinaryFormatter        bf       = new BinaryFormatter();
            SerializedWorldMapData gameData = (SerializedWorldMapData)bf.Deserialize(fs);
            fs.Close();

            WorldMapData worldMapData            = new WorldMapData();
            Dictionary <string, string> skillsDb = DataSerialization.ReadDatabasePathById(skillsDatabasePreset);
            Dictionary <string, string> itemsDb  = DataSerialization.ReadDatabasePathById(itemsDatabasePreset);

            worldMapData.Player = DataSerialization.Deserialize <Player>(gameData.Player, skillsDb, itemsDb);

            worldMapData.Seed          = gameData.Seed;
            worldMapData.WorldMapInfos = gameData.WorldMapInfos;
            worldMapData.DiscoveredMap = gameData.DiscoveredMap;
            worldMapData.CurrentPos    = new Vector2(gameData.CurrentPosX, gameData.CurrentPosY);
            worldMapData.Size          = gameData.Size;

            worldMapData.Inventory = new List <Item>();
            for (int i = 0; i < gameData.InventoryItemId.Count; i++)
            {
                Item newItem = ScriptableObject.CreateInstance <Item>();
                worldMapData.Inventory.Add(DataSerialization.DeserializeItem(newItem, gameData.InventoryItemId[i], itemsDb));
                newItem.Quantity = gameData.InventoryItemQuantity[i];
            }

            return(worldMapData);
        }
        else
        {
            Debug.Log("(Load) WorldMapSaveFile doesn't exist!");
            return(null);
        }
    }