public static void LoadFile(PlayStationVita.SaveData data) { version = data.version; Money = data.Money; Hearts = data.Hearts; Armor = data.Armor; Healing = data.Healing; StartOnWave = data.StartOnWave; GunOwned = data.GunOwned; GunPower = data.GunPower; GunEquipped = data.GunEquipped; Choom.MusicVolume = data.MusicVolume; Choom.EffectVolume = data.EffectVolume; IgnoreSignIn = data.IgnoreSignIn; Objectives.activeTasks = data.ObjectivesActive; AmountOfObjectivesComplete = data.AmountOfObjectivesComplete; int[] scores = data.BestHardcoreScores; BestHardcoreScores.Clear(); for (int i = 0; i < scores.Length / 2; i++) { if (scores[i * 2] > 0) { BestHardcoreScores.Add(new Tuple <int, int>(scores[i * 2], scores[i * 2 + 1])); } } BlocksLoaded = data.BlocksLoaded; AmmoLoaded = data.AmmoLoaded; MatchStreak = data.MatchStreak; ShotsFired = data.ShotsFired; TimesDefeated = data.TimesDefeated; DisconcertingObjectivesSeen = data.DisconcertingObjectivesSeen; }
public static void LoadFile(PlayStationVita.SaveData data) { defeatWithGun = (Gun.Ammo)data.defeatWithGun; previousDefeatWithGun = (Gun.Ammo)data.previousDefeatWithGun; amountToDefeat = data.amountToDefeat; ammoToUpgrade = (Gun.Ammo)data.ammoToUpgrade; previousAmmoToUpgrade = (Gun.Ammo)data.previousAmmoToUpgrade; leveToUpgrade = data.leveToUpgrade; levelToHealing = data.levelToHealing; levelToHeart = data.levelToHeart; isLevelingHeart = data.isLevelingHeart == 1 ? true : false; amountofBlocksToMake = data.amountofBlocksToMake; makeXSize = data.makeXSize; makeYSize = data.makeYSize; amountOfSizedBlocksToLoadToGun = data.amountOfSizedBlocksToLoadToGun; loadGunXSize = data.loadGunXSize; loadGunYSize = data.loadGunYSize; amountOfSizedBlocksToLoadToSpecial = data.amountOfSizedBlocksToLoadToSpecial; loadSpecialXSize = data.loadSpecialXSize; loadSpecialYSize = data.loadSpecialYSize; currentFreeTask = data.currentFreeTask; amountToHaveInBank = data.amountToHaveInBank; ammoGunToSend = (Gun.Ammo)data.ammoGunToSend; ammoSpecialToSend = (Gun.Ammo)data.ammoSpecialToSend; amountOfElementsMatching = data.amountOfElementsMatching; amountOfBossesToDefeat = data.amountOfBossesToDefeat; currentBossesDefeated = data.currentBossesDefeated; daysToReach = data.daysToReach; }
public static void SaveFile(PlayStationVita.SaveData data) { int[] scores = new int[SCORES_TO_KEEP * 2]; for (int i = 0; i < SCORES_TO_KEEP; i++) { if (i >= BestHardcoreScores.Count) { break; } scores[i * 2] = BestHardcoreScores[i].Item1; scores[i * 2 + 1] = BestHardcoreScores[i].Item2; } data.version = version; data.Money = Money; data.Hearts = Hearts; data.Armor = Armor; data.Healing = Healing; data.StartOnWave = StartOnWave; data.GunOwned = GunOwned; data.GunPower = GunPower; data.GunEquipped = GunEquipped; data.MusicVolume = Choom.MusicVolume; data.EffectVolume = Choom.EffectVolume; data.IgnoreSignIn = IgnoreSignIn; data.ObjectivesActive = Objectives.activeTasks; data.AmountOfObjectivesComplete = AmountOfObjectivesComplete; data.BestHardcoreScores = scores; data.BlocksLoaded = BlocksLoaded; data.AmmoLoaded = AmmoLoaded; data.ShotsFired = ShotsFired; data.TimesDefeated = TimesDefeated; data.MatchStreak = MatchStreak; data.DisconcertingObjectivesSeen = DisconcertingObjectivesSeen; }
public static void SaveFile(PlayStationVita.SaveData data) { data.defeatWithGun = (int)defeatWithGun; data.previousDefeatWithGun = (int)previousDefeatWithGun; data.amountToDefeat = amountToDefeat; data.ammoToUpgrade = (int)ammoToUpgrade; data.previousAmmoToUpgrade = (int)previousAmmoToUpgrade; data.leveToUpgrade = leveToUpgrade; data.levelToHealing = levelToHealing; data.levelToHeart = levelToHeart; data.isLevelingHeart = isLevelingHeart ? 1 : 0; data.amountofBlocksToMake = amountofBlocksToMake; data.makeXSize = makeXSize; data.makeYSize = makeYSize; data.amountOfSizedBlocksToLoadToGun = amountOfSizedBlocksToLoadToGun; data.loadGunXSize = loadGunXSize; data.loadGunYSize = loadGunYSize; data.amountOfSizedBlocksToLoadToSpecial = amountOfSizedBlocksToLoadToSpecial; data.loadSpecialXSize = loadSpecialXSize; data.loadSpecialYSize = loadSpecialYSize; data.amountToHaveInBank = amountToHaveInBank; data.ammoGunToSend = (int)ammoGunToSend; data.ammoSpecialToSend = (int)ammoSpecialToSend; data.amountOfElementsMatching = amountOfElementsMatching; data.amountOfBossesToDefeat = amountOfBossesToDefeat; data.currentBossesDefeated = currentBossesDefeated; data.daysToReach = daysToReach; data.currentFreeTask = currentFreeTask; }