Esempio n. 1
0
        private static IEnumerator Read(LoadInformation info, string filename, SaveData data)
        {
            var thread   = new Thread(DoRead);
            var transfer = new ThreadData {
                Failed = false, Contents = data, Path = filename, Filename = filename
            };

            thread.Start(transfer);

            while (thread.IsAlive)
            {
                yield return(null);
            }

            if (transfer.Failed)
            {
                info.SetError(transfer.Error);
            }
        }
Esempio n. 2
0
        private IEnumerator Load(LoadInformation info, GameData game, WorldData world, PlayerData player, string filename)
        {
            if (world == null)
            {
                info.UpdateProgress(LoadState.ReadingData, 0.0f);

                var data = new SaveData();

                if (!string.IsNullOrEmpty(filename))
                {
                    yield return(StartCoroutine(Read(info, filename, data)));
                }

                if (info.State == LoadState.Error)
                {
                    yield break;
                }

                game   = game ?? data.Game;
                world  = data.World ?? new WorldData();
                player = data.Player ?? new PlayerData();
            }

            info.UpdateProgress(LoadState.LoadingWorld, 0.1f);

            var mainLoader = SceneManager.LoadSceneAsync(game.MainScene);

            if (mainLoader == null)
            {
                info.SetError(string.Format("the scene {0} could not be loaded", game.MainScene));
                yield break;
            }

            while (!mainLoader.isDone)
            {
                yield return(null);
            }

            if (WorldManager.Instance == null)
            {
                SceneManager.UnloadSceneAsync(game.MainScene);
                info.SetError(string.Format("the scene {0} does not contain a WorldManager", game.MainScene));
                yield break;
            }

            if (WorldManager.Instance.World == null)
            {
                SceneManager.UnloadSceneAsync(game.MainScene);
                info.SetError(string.Format("the WorldManager in scene {0} does not have a World set", game.MainScene));
                yield break;
            }

            if (Player.Instance == null)
            {
                SceneManager.UnloadSceneAsync(game.MainScene);
                info.SetError(string.Format("the scene {0} does not contain a Player", game.MainScene));
                yield break;
            }

            var zone = WorldManager.Instance.World.GetZone(game.StartingZone);

            if (zone == null)
            {
                SceneManager.UnloadSceneAsync(game.MainScene);
                info.SetError(string.Format("the zone {0} does not exist on the world in scene {1}", game.StartingZone, game.MainScene));
                yield break;
            }

            WorldManager.Instance.SaveFilename = filename;
            WorldManager.Instance.LoadWorld(world);
            Player.Instance.Initialize(player);

            var zoneData = WorldManager.Instance.Zones[zone.Scene.Index];

            info.UpdateProgress(LoadState.LoadingZones, 0.2f);
            var zoneLoader = WorldManager.Instance.ChangeZone(zoneData, true);

            while (!zoneLoader.IsDone)
            {
                yield return(null);
            }

            var spawn = game.PlayerSpawn.Layer == CollisionLayer.None ? zoneData.GetSpawnPoint(game.PlayerSpawn.Name ?? "") : game.PlayerSpawn;

            Player.Instance.Mover.WarpToPosition(spawn.Position, spawn.Direction, spawn.Layer);

            info.UpdateProgress(LoadState.LoadingUi, 0.9f);

            yield return(StartCoroutine(LoadUis(WorldManager.Instance.World.UIScenes)));

            info.SetComplete();
        }