Exemple #1
0
 void Start()
 {
     Button[] button = GameObject.Find("SaveContent").GetComponentsInChildren<Button>();
     int i = 0;
     foreach(Button btn in button)
     {
         Text txt = btn.GetComponentInChildren<Text>(true);
         //SaveFileUtility.LoadSave(i);
     
         if(SaveFileUtility.IsSlotUsed(i))
         {
             txt.fontSize = 13;
             txt.alignment = TextAnchor.UpperRight;
             DateTime timeSaved = SaveMaster.GetSaveCreationTime(i);
             txt.text = timeSaved.ToString("dd MMMM yyyy hh:mm:ss tt");
             //txt.text = "Saved Slot";
         }
         else if(!SaveFileUtility.IsSlotUsed(i)){
             txt.fontSize = 16;
             txt.alignment = TextAnchor.MiddleCenter;
             txt.text = "New Slot";
         }
         i++;
     }
 }
Exemple #2
0
        public static SaveGame LoadSave(int slot, bool createIfEmpty = false)
        {
            if (slot < 0)
            {
                Debug.LogWarning("Attempted to load negative slot");
                return(null);
            }

#if UNITY_WEBGL && !UNITY_EDITOR
            SyncFiles();
#endif

            string savePath = "";

            if (SaveFileUtility.ObtainSavePaths().TryGetValue(slot, out savePath))
            {
                SaveGame saveGame = LoadSaveFromPath(savePath);

                if (saveGame == null)
                {
                    cachedSavePaths.Remove(slot);
                    return(null);
                }

                Log(string.Format("Succesful load at slot (from cache): {0}", slot));
                return(saveGame);
            }
            else
            {
                if (!createIfEmpty)
                {
                    Log(string.Format("Could not load game at slot {0}", slot));
                }
                else
                {
                    Log(string.Format("Creating save at slot {0}", slot));

                    SaveGame saveGame = new SaveGame();

                    WriteSave(saveGame, slot);

                    return(saveGame);
                }

                return(null);
            }
        }