//Zeigt/Lädt die Spielstände und versteckt das Hauptmenü public void showSavegames() { if (!Laden.loaded) { Laden.Load(); Laden.loaded = true; } int i = 0; foreach (Game save in Laden.saveGames) { savegame_text[i].GetComponent <Text>().text = save.name; i++; } while (i < 3) { savegame_text[i].GetComponent <Text>().text = "Freier Spielstand"; i++; } GameObject saveGames = GameObject.FindGameObjectWithTag("Menu"); GameObject start_panel = saveGames.transform.GetChild(0).gameObject; GameObject panel = saveGames.transform.GetChild(1).gameObject; panel.SetActive(true); start_panel.SetActive(false); }
//Zeigt die Spielstände und lädt sie (falls notwendig) public void showSavegame() { menuOpened = true; Debug.Log(savegame_panel); if (!Laden.loaded) { Laden.Load(); } int i = 0; foreach (Game save in Laden.saveGames) { savegame_text[i].GetComponent <Text>().text = save.name; i++; } while (i < 3) { savegame_text[i].GetComponent <Text>().text = "Freier Spielstand"; i++; } savegame_panel.gameObject.SetActive(true); }
public async Task <IActionResult> OnGetAsync(int?id) { if (id == null) { return(NotFound()); } Laden = await _context.Ladens.FirstOrDefaultAsync(m => m.ID == id); if (Laden == null) { return(NotFound()); } return(Page()); }
public async Task <IActionResult> OnPostAsync(int?id) { if (id == null) { return(NotFound()); } Laden = await _context.Ladens.FindAsync(id); if (Laden != null) { _context.Ladens.Remove(Laden); await _context.SaveChangesAsync(); } return(RedirectToPage("./Index")); }
//Holt sich die Daten des Spiels und speichert sie ab public static void Save() { if (!Laden.loaded) { Laden.Load(); } saveGames = Laden.saveGames; if (saveGames.Count <= gameToSave) { saveGames.Add(Game.current); } else { saveGames[(int)gameToSave] = Game.current; } BinaryFormatter bf = new BinaryFormatter(); FileStream file = File.Create(Application.dataPath + "/savedGames.gd"); bf.Serialize(file, saveGames); file.Close(); Laden.loaded = false; }