public static void CreateJsonVaultFiles(string path) { try { path = path + "/VaultFiles"; if (!Directory.Exists(path)) { Directory.CreateDirectory(path); } string[] vaultFiles = ES2.GetFiles(string.Empty, "*.txt"); List <SavedGunSerializable> savedGuns = new List <SavedGunSerializable>(); foreach (string name in vaultFiles) { try { if (name.Contains("DONTREMOVETHISPARTOFFILENAMEV02a")) { if (ES2.Exists(name)) { using (ES2Reader reader = ES2Reader.Create(name)) { savedGuns.Add(new SavedGunSerializable(reader.Read <SavedGun>("SavedGun"))); } } } } catch (Exception e) { TNHTweakerLogger.LogError("Vault File could not be loaded"); } } foreach (SavedGunSerializable savedGun in savedGuns) { if (File.Exists(path + "/" + savedGun.FileName + ".json")) { File.Delete(path + "/" + savedGun.FileName + ".json"); } // Create a new file using (StreamWriter sw = File.CreateText(path + "/" + savedGun.FileName + ".json")) { string characterString = JsonConvert.SerializeObject(savedGun, Formatting.Indented, new StringEnumConverter()); sw.WriteLine(characterString); sw.Close(); } } } catch (Exception ex) { TNHTweakerLogger.LogError(ex.ToString()); } }
/** * Look in the default search folder for all the saves * then add them to the saveList array. */ public static void LoadInitialSavedGames() { // don't forget to update assets //AssetDatabase.Refresh(); string[] filesInFolder = ES2.GetFiles(""); for (int i = 0; i < filesInFolder.Length; i++) { saveList.Add(new SaveGame(filesInFolder[i])); print(saveList[i].saveName + "| |" + saveList[i].saveTimeString); } print(System.DateTime.Now); }
public void GetAllSavedCharacters() { foreach (GameObject go in loadButtons) { Destroy(go.gameObject); } loadButtons.Clear(); if (!ES2.Exists("characterSaves/")) { Debug.Log("characterSaves Not Found"); ES2.Save <int>(0, "characterSaves/init/fin.dat"); } string[] filesInFolder = ES2.GetFiles("characterSaves/"); if (filesInFolder == null) { Debug.Log("No saved characters."); return; } foreach (string file in filesInFolder) { string fileExt = file.Substring(file.Length - 4, 4); if (fileExt == ".txt") { GameObject newButton = Instantiate(cSaveButtonPrefab); newButton.transform.SetParent(cSaveButtonPrefab.transform.parent, false); newButton.name = "LOAD-BUTTON-" + file; newButton.GetComponent <CharacterLoadButton>().SetupButton(Path.GetFileNameWithoutExtension(Application.persistentDataPath + "/characterSaves/" + file)); loadButtons.Add(newButton); newButton.SetActive(true); } } }