Esempio n. 1
0
        public static void LoadHostGameGUID()
        {
            string text = PlayerPrefsFile.GetString("guid", null, true);

            if (string.IsNullOrEmpty(text))
            {
                text = Guid.NewGuid().ToString();
            }
            CoopLobby.Instance.SetGuid(text);
        }
Esempio n. 2
0
 public static bool KeyExist(string name)
 {
     return(CoopSteamCloud.CloudFileExist(name + ((!BoltNetwork.isRunning) ? string.Empty : "MP")) || !string.IsNullOrEmpty(PlayerPrefsFile.GetString(name, string.Empty, true)));
 }
Esempio n. 3
0
 static LevelSerializer()
 {
     LevelSerializer.allPrefabs            = new Dictionary <string, GameObject>();
     LevelSerializer.IgnoreTypes           = new HashSet <string>();
     LevelSerializer.CustomSerializers     = new Dictionary <Type, IComponentSerializer>();
     LevelSerializer.PlayerName            = string.Empty;
     LevelSerializer.SaveResumeInformation = true;
     LevelSerializer.SerializationMode     = LevelSerializer.SerializationModes.CacheSerialization;
     LevelSerializer.MaxGames         = 20;
     LevelSerializer.SavedGames       = new Index <string, List <LevelSerializer.SaveEntry> >();
     LevelSerializer._stopCases       = new List <Type>();
     LevelSerializer.createdPlugins   = new List <object>();
     LevelSerializer.useCompression   = false;
     LevelSerializer.webClient        = new WebClient();
     LevelSerializer.Guard            = new object();
     LevelSerializer._collectionCount = 0;
     LevelSerializer.Deserialized     = delegate
     {
     };
     LevelSerializer.GameSaved = delegate
     {
     };
     LevelSerializer.SuspendingSerialization = delegate
     {
     };
     LevelSerializer.ResumingSerialization = delegate
     {
     };
     LevelSerializer.StoreComponent = delegate
     {
     };
     LevelSerializer.Progress = delegate
     {
     };
     LevelSerializer.webClient.UploadDataCompleted   += new UploadDataCompletedEventHandler(LevelSerializer.HandleWebClientUploadDataCompleted);
     LevelSerializer.webClient.UploadStringCompleted += new UploadStringCompletedEventHandler(LevelSerializer.HandleWebClientUploadStringCompleted);
     LevelSerializer._stopCases.Add(typeof(PrefabIdentifier));
     UnitySerializer.AddPrivateType(typeof(AnimationClip));
     Assembly[] assemblies = AppDomain.CurrentDomain.GetAssemblies();
     for (int i = 0; i < assemblies.Length; i++)
     {
         Assembly assembly = assemblies[i];
         UnitySerializer.ScanAllTypesForAttribute(delegate(Type tp, Attribute attr)
         {
             LevelSerializer.createdPlugins.Add(Activator.CreateInstance(tp));
         }, assembly, typeof(SerializerPlugIn));
         UnitySerializer.ScanAllTypesForAttribute(delegate(Type tp, Attribute attr)
         {
             LevelSerializer.CustomSerializers[((ComponentSerializerFor)attr).SerializesType] = (Activator.CreateInstance(tp) as IComponentSerializer);
         }, assembly, typeof(ComponentSerializerFor));
     }
     LevelSerializer.AllPrefabs = Resources.FindObjectsOfTypeAll(typeof(GameObject)).Cast <GameObject>().Where(delegate(GameObject go)
     {
         PrefabIdentifier component = go.GetComponent <PrefabIdentifier>();
         return(component != null && !component.IsInScene());
     }).Distinct(LevelSerializer.CompareGameObjects.Instance).ToDictionary((GameObject go) => go.GetComponent <PrefabIdentifier>().ClassId, (GameObject go) => go);
     try
     {
         string @string = PlayerPrefsFile.GetString("_Save_Game_Data_", string.Empty, true);
         if (!string.IsNullOrEmpty(@string))
         {
             try
             {
                 LevelSerializer.SavedGames = UnitySerializer.Deserialize <global::Lookup <string, List <LevelSerializer.SaveEntry> > >(Convert.FromBase64String(@string));
             }
             catch
             {
                 LevelSerializer.SavedGames = null;
             }
         }
         if (LevelSerializer.SavedGames == null)
         {
             LevelSerializer.SavedGames = new Index <string, List <LevelSerializer.SaveEntry> >();
             LevelSerializer.SaveDataToPlayerPrefs();
         }
     }
     catch
     {
         LevelSerializer.SavedGames = new Index <string, List <LevelSerializer.SaveEntry> >();
     }
 }