//Function called when the save game button is clicked private void SaveGameButton_Click(object sender, EventArgs e) {//Create an in instance of a new Party object Party a = new Party(); //Create an in instance of a new Party object Party b = new Party(); //Create an enum variable Enum E; //Create a new list of Party objects List <Party> pList = new List <Party>(); //Create a new int variable and set it to the index int number = iIndex; //Set the units list inside this party to the playerParty a.ulUnits = ulPlayerParty; //Set the units list inside this party to the enemyParty b.ulUnits = ulEnemyParty; //Set the Enum variable to the currentStates name E = refer.fsm.sCurrentState.eName; //Serialize the Current state as a string and store it into a file called GameData _Save.SerializeToSave("GameData", E.ToString()); //Serialize the a Party object and store it into a file called PartyData _Save.SerializeToSave("PartyData", a); //Serialize the b Party object and store it into a file called EnemyParty _Save.SerializeToSave("EnemyParty", b); //Serialize the number variable and store it into a file called CurrentAttacker _Save.SerializeToSave("CurrentAttacker", number); //Message box prompts user that the Game has been saved MessageBox.Show("Game Has Been Saved!", "Save", MessageBoxButtons.OK); }