private void Start() { Enums.LoadDictionaries(); BasicWorldSave save = SaveLoadMap.GetGameData(); //load world if it exists if (save != null) { if (save is WorldProgressSave) { LoadSavedGame((WorldProgressSave)save); } else { LoadScenario(save); } } else { CreateWorld(); } GenerateWorld(); }
public void AttemptSaveMap() { int lvl = CampaignManager.currentLevel; if (lvl != -1 && !addedPrefix) { file = "Chapter " + (lvl + 1) + " - " + file; addedPrefix = true; } if (string.IsNullOrEmpty(file)) { Debug.Log("name is empty"); return; } else if (SaveLoadMap.FileExistsInFiles(directory, file)) { Debug.Log(file + " exists"); overwriteMenu.SetActive(true); return; } else { SaveMap(); } }
public void FreshCity() { CampaignManager.currentCampaign = null; CampaignManager.currentLevel = -1; SaveLoadMap.LoadLevel(mode); }
public override void LoadGame() { CampaignManager.currentCampaign = CampaignName; CampaignManager.currentLevel = Level; SaveLoadMap.file = Datapath; SaveLoadMap.LoadLevel(Datapath.mode); }
private void Update() { t.text = Datapath.filename; deleteFile.interactable = Deletable; if (!SaveLoadMap.FileExistsInFiles(Datapath.filelocation, Datapath.filename)) { Destroy(gameObject); } }
public virtual void LoadGame() { CampaignManager.currentCampaign = null; CampaignManager.currentLevel = -1; Debug.Log(CampaignManager.currentCampaign); SaveLoadMap.file = Datapath; SaveLoadMap.LoadLevel(Datapath.mode); }
public void NextScenario() { Campaign c = CampaignManager.campaigns[CampaignManager.currentCampaign]; CampaignManager.currentCampaign = c.name; CampaignManager.currentLevel += 1; SaveLoadMap.file = c.levels[CampaignManager.currentLevel]; SaveLoadMap.LoadLevel(Mode.Construct); }
public void SaveMap() { SaveLoadMap.SaveGame(worldController.gameObject, directory, file); }
public void SaveScenario() { SaveLoadMap.SaveScenario(worldController.gameObject, file); }
public void DeleteFile() { SaveLoadMap.DeleteFile(Datapath.filelocation, Datapath.filename); Destroy(gameObject); }
public void SaveScenario() { SaveLoadMap.SaveScenario(worldController.gameObject, worldController.scenario.goals.levelName); }
public void LoadCity() { SaveLoadMap.LoadLevel(Mode.Construct); }
public void LoadTerrainEditor() { SaveLoadMap.LoadLevel(Mode.Edit); }