Exemple #1
0
        // adds a savepoint that can be retrieved with RetrieveSavePoint()
        public static void AddSavePoint(LevelData levelData)
        {
            // add the value to the existing value
            undoId += 1;
            Inventory inventory = Inventory.CreateCopy(ProgressManager.GetProgress().unlocks.inventory);

            savePoint = new UndoPoint(undoId, levelData, inventory);
            AddUndoPoint();
            onSavePointChange.Invoke();
            LevelLoader.SaveCustomLevel(levelData);
        }
Exemple #2
0
        // set the level to a certian undopoint
        private static bool RestoreUndoPoint(int id)
        {
            UndoPoint undoPoint = undoPoints.Find(x => x.id == id);

            Debug.Log("RestoreUndoPoint " + id);
            if (undoPoint != null)
            {
                ProgressManager.GetProgress().unlocks.SetInventory(undoPoint.inventory);
                VertHandler._instance.DestroyHandles();
                LevelPlacer._instance.Place(undoPoint.levelData);
                LevelEditor.editLevel = undoPoint.levelData;
                return(true);
            }
            return(false);
        }
Exemple #3
0
        // adds an undo point, a copy of the current editotlevel, to the hastable and throws the oldest one away if neccessary.
        // also adds an inventory savepoint that corresponds to the editorlevel getting saved
        public static void AddUndoPoint()
        {
            LevelData levelData = LevelEditor.CreateLevelData();
            Inventory inventory = Inventory.CreateCopy(ProgressManager.GetProgress().unlocks.inventory);

            undoId += 1;
            UndoPoint oldUndoPoint = undoPoints.Find(x => x.id == undoId);

            //Debug.Log("AddUndoPoint " + undoId + "inventory turrets: " + inventory.GetAmount(LevelObjects.LevelObject.ObjectType.turret));

            // there is already an undo point with the id we want to add
            if (oldUndoPoint != null)
            {
                // remove that old f****r (jk)
                undoPoints.Remove(oldUndoPoint);
            }

            // add the new undo Point
            UndoPoint newUndoPoint = new UndoPoint(undoId, levelData, inventory);

            undoPoints.Add(newUndoPoint);
            onSavePointChange.Invoke();

            // if there are too many saves, delete the last one
            if (undoPoints.Count > maxUndoSaves)
            {
                // find the lowest value key
                int lowest = 1000000;

                foreach (UndoPoint undo in undoPoints)
                {
                    if (undo.id < lowest)
                    {
                        lowest = undo.id;
                    }
                }
                undoPoints.Remove(undoPoints.Find(x => x.id == lowest));
            }

            // Debug.Log("Added AddUndoPoint " + undoId + "inventory turrets: " + undoPoints.Find(x => x.id == undoId).inventory.GetAmount(LevelObjects.LevelObject.ObjectType.turret));
        }
Exemple #4
0
        private static int maxUndoSaves = 10; // setting menu option

        private void Start()
        {
            undoPoints = new List <UndoPoint>();
            savePoint  = null;
            undoId     = 0;
        }