//Reads in SaveFile Personal Obtained Keys File. Then returns the list of keys back.
        private static SavedDataFile LoadInKeys(SavedDataFile sdf, string filename, string goldOrSilver)
        {
            //Variables
            List <string> Keys = new List <string>();        //Create list to hold the LevelKeyNames of the keys obtained.
            StreamReader  sr   = new StreamReader(filename); //Create a StreamReader.

            //Loop to read all lines and add the info to Keys list.
            while (!sr.EndOfStream)
            {
                string temp = sr.ReadLine();
                Keys.Add(temp);
            }

            //Load in obtained keys.
            foreach (string str in Keys)
            {
                if (goldOrSilver == "gold")
                {
                    sdf.SetObtainedGoldenKeys(WorldMapScreen.keyInventory.FindKeyAndSetObtainToTrue(goldOrSilver, str));
                }
                else
                {
                    sdf.SetObtainedSilverKeys(WorldMapScreen.keyInventory.FindKeyAndSetObtainToTrue(goldOrSilver, str));
                }
            }

            //Closing Code
            sr.Close();  //Close sr
            return(sdf); //Return sdf object.
        }
        //This is the master function For Loading Saved Data.
        public static SavedDataFile LoadSavedInformation(SavedDataFile sdf, int sdfNumber)
        {
            //Get TextFiles.
            string PO_TextFile  = GetPlayerDataPath(sdfNumber);         //Get Player Info txt file.
            string PGK_TextFile = GetPlayerGoldenKeysPath(sdfNumber);   //Get Golden Keys txt file.
            string PSK_TextFile = GetPlayerSilverKeysPath(sdfNumber);   //Get Silver Keys txt file.

            //Get Informations and return it to sdf.
            sdf = LoadOtherPlayerData(sdf, PO_TextFile);     //Get main player data
            sdf = LoadInKeys(sdf, PGK_TextFile, "gold");     //Get acquired Golden Keys
            sdf = LoadInKeys(sdf, PSK_TextFile, "silver");   //Get acquired Silver Keys

            //Return sdf for use.
            return(sdf);
        }
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        //Public Master Function to Save Data
        public static void SaveFileInfo(SavedDataFile sdf)
        {
            // Writing data:
            string[] POtoken = new string[3];
            POtoken[0] = sdf.GetSaveFileNumber().ToString();    //Set Save File Number to index 0
            POtoken[1] = sdf.GetWhichCharacter().ToString();    //Set whichCharcter to index 1
            POtoken[2] = sdf.GetLevelsUnlocked().ToString();    //Set levelsUnlocked to index 2

            //Rewrite all lines with new data
            File.WriteAllLines(GetSaveFilePlayerInfoFilePath(sdf.GetSaveFileNumber()), POtoken);

            //Create a list names LevelObtainedKeys
            List <string> LevelObtainedKeys = new List <string>();

            //Create string arrays to hold keys
            string[] PKGoldToken   = new string[sdf.GetObtainedGoldenKeys().Count];
            string[] PKSilverToken = new string[sdf.GetObtainedGoldenKeys().Count];

            //Get the levelNames of all obtained keys in Golden Key List
            for (int i = 0; i < sdf.GetObtainedGoldenKeys().Count; i++)
            {
                if (sdf.GetObtainedGoldenKeys()[i].GetObtained() == true)
                {
                    LevelObtainedKeys.Add(sdf.GetObtainedGoldenKeys()[i].GetKeyLevelName());
                }
            }

            PKGoldToken = LevelObtainedKeys.ToArray();      //Change from list to array

            //Reset LevelObtainedKeys
            LevelObtainedKeys = new List <string>();

            //Get the levelNames of all obtained keys in Silver Key List
            for (int i = 0; i < sdf.GetObtainedSilverKeys().Count; i++)
            {
                if (sdf.GetObtainedSilverKeys()[i].GetObtained() == true)
                {
                    LevelObtainedKeys.Add(sdf.GetObtainedSilverKeys()[i].GetKeyLevelName());
                }
            }

            PKSilverToken = LevelObtainedKeys.ToArray();  //Change from list to array

            //Rewrite all lines with new data
            File.WriteAllLines(GetSaveFilePlayerObtainedGoldenKeysFilePath(sdf.GetSaveFileNumber()), PKGoldToken);      //Golden Key Info
            File.WriteAllLines(GetSaveFilePlayerObtainedSilverKeysFilePath(sdf.GetSaveFileNumber()), PKSilverToken);    //Silver Key Info
        }
        //This Function Loads The Battle and Player Variables into an object.
        private static SavedDataFile LoadOtherPlayerData(SavedDataFile sdf, string textFile)
        {
            //Variables
            reader = File.OpenText(textFile);           //Open a txt file for reading.
            List <string> token = new List <string>();  //Create a token list to hold the info.

            //Loop to read all lines and add the info to token.
            while (!reader.EndOfStream)
            {
                string temp = reader.ReadLine();
                token.Add(temp);
            }

            //Set info
            sdf.SetSaveFileNumber(int.Parse(token[0])); //Set Save File Number
            sdf.SetWhichCharacter(int.Parse(token[1])); //Set Which Character Selected
            sdf.SetLevelsUnlocked(int.Parse(token[2])); //Set Levels Unlocked

            //Closing code
            reader.Close(); //Close Reader
            return(sdf);    //Return sdf object.
        }
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        private LevelEntrance LevelThirtyFour;   // 3-12
        #endregion
        #endregion

        #endregion

        //Constructor
        public WorldMapScreen(IGameScreenManager gameScreenManager)
        {
            //Set Manage and Command
            m_ScreenManager = gameScreenManager;
            m_command       = new Command(m_ScreenManager);

            //Set To True
            Game1.isOnWorldMap = true;

            #region Load Saved Data
            //Load Game Data based on Game1.opener
            switch (Game1.opener)
            {
            case 1:
                SaveFile1            = LoadInformation.LoadSavedInformation(new SavedDataFile(1), 1);
                Game1.levelsUnlocked = SaveFile1.GetLevelsUnlocked();
                GetPlayerTextures(SaveFile1.GetWhichCharacter());
                if (SaveFile1.GetObtainedGoldenKeys().Count != 0)
                {
                    keyInventory.SetGoldKeyList(SaveFile1.GetObtainedGoldenKeys());
                }
                if (SaveFile1.GetObtainedSilverKeys().Count != 0)
                {
                    keyInventory.SetSilverKeyList(SaveFile1.GetObtainedSilverKeys());
                }
                break;

            case 2:
                SaveFile2            = LoadInformation.LoadSavedInformation(new SavedDataFile(2), 2);
                Game1.levelsUnlocked = SaveFile2.GetLevelsUnlocked();
                GetPlayerTextures(SaveFile2.GetWhichCharacter());
                if (SaveFile2.GetObtainedGoldenKeys().Count != 0)
                {
                    keyInventory.SetGoldKeyList(SaveFile2.GetObtainedGoldenKeys());
                }
                if (SaveFile2.GetObtainedSilverKeys().Count != 0)
                {
                    keyInventory.SetSilverKeyList(SaveFile2.GetObtainedSilverKeys());
                }
                break;

            case 3:
                SaveFile3            = LoadInformation.LoadSavedInformation(new SavedDataFile(3), 3);
                Game1.levelsUnlocked = SaveFile3.GetLevelsUnlocked();
                GetPlayerTextures(SaveFile3.GetWhichCharacter());
                if (SaveFile3.GetObtainedGoldenKeys().Count != 0)
                {
                    keyInventory.SetGoldKeyList(SaveFile3.GetObtainedGoldenKeys());
                }
                if (SaveFile3.GetObtainedSilverKeys().Count != 0)
                {
                    keyInventory.SetSilverKeyList(SaveFile3.GetObtainedSilverKeys());
                }
                break;

            default:
                break;
            }
            #endregion

            #region Timer Stuff
            //Set interval
            moveToNextLevel.Interval = 500;
            #endregion
        }