Exemple #1
0
    /// <summary>
    ///
    /// </summary>
    /// <param name="gameSession"></param>
    private void PrepareSessionForSaving(GameSession gameSession)
    {
        this._tempChar = GameObject.FindGameObjectWithTag("Player").GetComponent <BaseCharacter>();
        ClassMerger.MergeClassProperties(this._tempChar, gameSession.character);

        gameSession.lastSaveDate = DateTime.Now.ToString();
        gameSession.ID           = this.GetSavesNumber();
    }
Exemple #2
0
    /// <summary>
    ///
    /// </summary>
    /// <param name="gameSession"></param>
    private void UpdateSession(GameSession gameSession)
    {
        this._tempChar = GameObject.FindGameObjectWithTag("Player").GetComponent <BaseCharacter>();

        //Update player stats.
        ClassMerger.MergeClassProperties(gameSession.character, this._tempChar);

        //Update player position.
        this._tempChar.transform.position = gameSession.character.GetPosition();
        this._tempChar.transform.rotation = Quaternion.Euler(gameSession.character.GetRotation());
    }
Exemple #3
0
    /// <summary>
    ///
    /// </summary>
    /// <param name="settings"></param>
    private void SaveSettings(GameSettings settings)
    {
        this._tempSettings = new SavedSettings();

        ClassMerger.MergeClassProperties(settings, this._tempSettings);

        this._file = File.Create(_settingsPath);

        this._binFormatter.Serialize(this._file, this._tempSettings);

        this._file.Close();

        UnityEngine.Debug.Log("Data settings to path: " + _settingsPath);
    }
Exemple #4
0
    /// <summary>
    ///
    /// </summary>
    /// <returns></returns>
    private GameSettings LoadSettings()
    {
        GameSettings retSettings = new GameSettings();

        this._tempSettings = null;

        if (File.Exists(_settingsPath))
        {
            this._file         = File.Open(_settingsPath, FileMode.Open);
            this._tempSettings = (SavedSettings)this._binFormatter.Deserialize(this._file);
            this._file.Close();
        }
        else
        {
            this._tempSettings = new SavedSettings();
            UnityEngine.Debug.LogWarning("No settings found, default ones loaded");
        }

        ClassMerger.MergeClassProperties(this._tempSettings, retSettings);

        return(retSettings);
    }