public void SaveGame() { Saves.SaveGame theSave = new Assets.GameCode.Saves.SaveGame(); theSave.mCampaignState = mCampaignState; theSave.mMapState = mMapState; theSave.mCardGameState = null; theSave.mLoadScene = Assets.GameCode.State.GameScene.CampaignMap; State.SaveDescription saveDesc = State.StateHolder.StateManager.GetCurrentSaveDesc(); Saves.SaveManager.SaveGame(saveDesc.slot, saveDesc.saveName, theSave); }
public void SaveGame() { Saves.SaveGame theSave = new Assets.GameCode.Saves.SaveGame(); if (mIsCampaignCardGame) { theSave.mCampaignState = State.StateHolder.StateManager.LoadCampaignState(); theSave.mMapState = State.StateHolder.StateManager.LoadMapState(); theSave.mCardGameState = TheCardGameState; theSave.mLoadScene = State.GameScene.CampaignCardGame; } else { theSave.mCampaignState = null; theSave.mMapState = null; theSave.mCardGameState = TheCardGameState; theSave.mLoadScene = State.GameScene.CardGame; } // TODO - maybe? make this work for non-campaign card games // (they will not currently have a save desc set up). State.SaveDescription saveDesc = State.StateHolder.StateManager.GetCurrentSaveDesc(); Saves.SaveManager.SaveGame(saveDesc.slot, saveDesc.saveName, theSave); }