Exemple #1
0
 /// <summary>
 /// Closes the project with an option to save before closing.
 /// </summary>
 /// <param name="saveBeforeClosing">
 /// Saves before closing if <see langword="true"/>.
 /// </param>
 public async Task Close(bool saveBeforeClosing)
 {
     if (saveBeforeClosing)
     {
         await this.SaveAllAsync();
     }
     SaveableObjects.Clear();
     App.Metadata.CurrentProject = null;
 }
Exemple #2
0
 /// <summary>
 /// Closes the project with an option to save before closing.
 /// </summary>
 /// <param name="saveBeforeClosing">
 /// Saves before closing if <see langword="true"/>.
 /// </param>
 public async Task Close(bool saveBeforeClosing)
 {
     if (saveBeforeClosing)
     {
         await SaveAllAsync();
     }
     SaveableObjects.Clear();
     await App.Metadata.ClearCurrentProject();
 }
    public void Load()
    {
        foreach (SaveableObject obj in SaveableObjects)
        {
            if (obj != null)
            {
                Destroy(obj.gameObject);
            }
        }

        SaveableObjects.Clear();

        int objectCount = PlayerPrefs.GetInt("ObjectCount");

        for (int i = 0; i < objectCount; i++)
        {
            string[]   value = PlayerPrefs.GetString(i.ToString()).Split('_');
            GameObject tmp   = null;
            switch (value[0])
            {
            case "Cube":
                tmp = Instantiate(Resources.Load("Cube") as GameObject);
                break;

            case "Cylinder":
                tmp = Instantiate(Resources.Load("Cylinder") as GameObject);
                break;

            case "Sphere":
                tmp = Instantiate(Resources.Load("Sphere") as GameObject);
                break;
            }
            if (tmp != null)
            {
                tmp.GetComponent <SaveableObject>().Load(value);
            }
        }
    }