private void UpdateSaveData() { if (Timer > 0) { Timer--; } else { if (Global.save_file == null) { Phase = Save_Phases.World_Map; } else { // If we've run out of chapters to write to, write the save file if (Saving_Complete) { Timer = WAIT_TIME; // Save file CallSaveData(); Phase = Save_Phases.World_Map; } // Check if data for this file exists already else { // If so test if we actually want to overwrite if (ConfirmOverwrite(Global.game_state.chapter_id)) { MenuManager = new SaveMenuManager(this); Phase = Save_Phases.Overwrite_Confirm; } // Otherwise save the file else { Save(); close_save_overwrite_window(); } } } } }
public override void update() { Player.update_anim(); switch (Phase) { case Save_Phases.Load_File: Global.load_save_file = true; Global.ignore_options_load = true; Phase = Save_Phases.Cleanup; break; case Save_Phases.Cleanup: Global.game_actors.heal_battalion(); Global.game_actors.temp_clear(); Global.current_save_info.ResetStartedChapter(); if (Global.game_system.Style != Mode_Styles.Classic) { Global.save_file.Difficulty = Global.game_system.Difficulty_Mode; } Phase = Save_Phases.Save_Data; break; case Save_Phases.Save_Data: if (MenuManager != null) { MenuManager.Update(); if (MenuManager.Finished) { MenuManager = null; } } else { UpdateSaveData(); } break; case Save_Phases.Overwrite_Confirm: MenuManager.Update(); break; case Save_Phases.World_Map: // Advance after save complete if (!this.save_data_calling) { if (Timer > 0) { Timer--; } else { Global.Audio.StopBgm(); Global.scene_change("Scene_Worldmap"); if (All_Saves_Overwritten) { Global.delete_suspend = true; } Global.load_save_info = true; Global.skipUpdatingFileId = true; } } break; } }