public static void OnSave(object sender, OnSaveEvent saveEvent) { foreach (ModEvent _event in events) { LoadSave.SaveDataGeneric(Mod.modID, _event.saveID, Newtonsoft.Json.JsonConvert.SerializeObject(_event.OnSave())); } }
/// <summary> /// 保存 /// </summary> private void Save() { if (OnSaveEvent != null) { OnSaveEvent.Invoke(); } }
public static void OnSave(object sender, OnSaveEvent saveEvent) { foreach (IDModEvent _event in events) { LoadSave.SaveDataGeneric("insaneDifficultyMod", _event.saveID, Newtonsoft.Json.JsonConvert.SerializeObject(_event.OnSave())); } }
private void OnSaveNewTask(object sender, RoutedEventArgs e) { if (OnSaveEvent != null) { OnSaveEvent.Invoke(this, e); } }
public void OnSave(object sender, OnSaveEvent saveEvent) { var saveObject = new DistrictSave() { DistrictBuildingData = District.DistrictBuildingData, PlayerAddedColors = District.PlayerAddedColors.ToArray() }; LoadSave.SaveDataGeneric("DistrictModV2", "DistrictModV2Identifier", Newtonsoft.Json.JsonConvert.SerializeObject(saveObject)); }
public void Save(object sender, RoutedEventArgs e) { var isValid = ValidateForm(); if (isValid == false) { return; } OnSaveEvent?.Invoke(sender, vm); Close(); }
// Saves higher tax rates to mod-specific data. Anything above 30% will be reset to 30% temporarily to be saved // with PlayerSaveData. In the case where the mod is deleted, higher tax rates would not persist. public void OnSave(object sender, OnSaveEvent saveEvent) { taxRates.Clear(); int landmassesCount = Player.inst.PlayerLandmassOwner.ownedLandMasses.Count; for (int i = 0; i < landmassesCount; i++) { int landmassId = Player.inst.PlayerLandmassOwner.ownedLandMasses.data[i]; float taxRate = Player.inst.GetTaxRate(landmassId); LoadSave.SaveDataGeneric(modSaveId, $"{landmassId}", taxRate.ToString()); if (taxRate > 3f) { // Temporarily set tax to 30% until PlayerSaveData::Pack is run to save a valid max tax rate, then // restore to the higher tax rate in PlayerSaveData::Pack Postfix patch. taxRates[landmassId] = taxRate; Player.inst.SetTaxRate(landmassId, 3f); } } }
remove => RemoveHandler(OnSaveEvent, value);
add => AddHandler(OnSaveEvent, value);
protected override void OnPause() { OnSaveEvent?.Invoke(this, new EventArgs()); base.OnPause(); }
public override void OnBackPressed() { OnSaveEvent?.Invoke(this, new EventArgs()); base.OnBackPressed(); }
/// <summary> /// Saves all changes in Player Data to PlayerPrefs. /// On level complete\fail use GameRestart() instead. /// </summary> public static void SaveGame() { OnSaveEvent?.Invoke(); }