Stores all the information of a save state.
Esempio n. 1
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 public override void onPress()
 {
     //if save type if true, we will save our current save data
     if (owner.isSaving())
     {
         SaveGameData newData = SaveManager.packData();
         if (this.saveData == null)
         {
             newData.fileName = SaveManager.generateNewFileName();
             this.owner.loadEntries(new SaveDataEntry(this.owner, null));    //add a new blank entry
             this.setName(newData.heroData.name);
         }
         else
         {
             //newData.playTime = this.saveData.playTime + newData.playTime;
             newData.fileName = this.saveData.fileName;
         }
         SaveManager.saveGame(newData.fileName, newData, false);
         this.saveData = newData;
         this.owner.getPreviousPanel().setMessage("Game saved!");
     }
     //if save type if false, we will load our current save data
     else
     {
         if (this.saveData == null)
         {
             this.owner.getPreviousPanel().setMessage("An empty save file cannot be loaded.");
         }
         else
         {
             this.owner.getPreviousPanel().setMessage("Game loaded!");
             ScreenTransition.requestTransition(delegate()
             {
                 InGameMenu.reset();
                 SaveManager.unpackData(this.saveData);
                 WorldManager.updateCameraOffset(Hero.instance);
             });
         }
     }
 }
Esempio n. 2
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 public static void unpackData(SaveGameData data)
 {
     Hero h1 = Hero.instance;
     h1.loadSaveStructure(data.heroData);
     KeyboardManager.loadKeyControls(data.inputKeys);
     Quest.loadQuestStateSave(data.questStates);
     WorldManager.clearMaps();
     WorldManager.setRoomNoTransition(data.roomName);
     GameClock.loadSaveStructure(data.playTime);
     CharacterManager.loadSaveStructure(data.characterStates);
     InGameMenu.refreshPanelLists();
 }
Esempio n. 3
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        /// <summary>
        /// Saves a game to an external file in the "SaveData" folder. 
        /// By default the save file is encrypted.
        /// </summary>
        /// <param name="fileName">Name to give saved data file</param>
        /// <param name="saveGame">Data to be saved</param>
        /// <param name="encrypt">Optional, specifies whether output file should be encrypted (True by default)</param>
        public static bool saveGame(string fileName, SaveGameData saveGame, bool encrypt=true)
        {
            if (!Directory.Exists(Directories.SAVEDATA))
                Directory.CreateDirectory(Directories.SAVEDATA);
            if (fileName.StartsWith(Directories.SAVEDATA))
                fileName = fileName.Substring(Directories.SAVEDATA.Length);

            try
            {
                // unencrypted method (stable)
                if (!encrypt)
                {
                    Stream fStream = new FileStream(Directories.SAVEDATA + fileName, FileMode.Create);
                    XmlSerializer serializer = new XmlSerializer(typeof(SaveGameData));
                    serializer.Serialize(fStream, saveGame);
                    fStream.Close();
                }
                // encrypted method
                else
                {
                    Stream memStream = new MemoryStream();
                    XmlSerializer serializer = new XmlSerializer(typeof(SaveGameData));
                    serializer.Serialize(memStream, saveGame);
                    encryptFile(memStream, Directories.SAVEDATA + fileName);
                    memStream.Close();
                }
            }
            catch (Exception e)
            {
                System.Diagnostics.Debug.WriteLine(e.StackTrace);
                return false;
            }
            return true;
        }
Esempio n. 4
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 public static SaveGameData packData()
 {
     SaveGameData data = new SaveGameData();
     Hero h1 = Hero.instance;
     data.heroData = h1.getSaveStructure();
     data.inputKeys = KeyboardManager.getKeyControls();
     data.questStates = Quest.getQuestStateSave();
     data.roomName = WorldManager.m_currentRoomID;
     data.playTime = GameClock.getSaveStructure();
     data.characterStates = CharacterManager.getSaveStructure();
     return data;
 }
Esempio n. 5
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 public void setSaveData(SaveGameData data)
 {
     this.saveData = data;
 }
Esempio n. 6
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 public SaveDataEntry(SaveDataPanel owner, SaveGameData data)
     : base("Temp", 0, 0)
 {
     this.owner = owner;
     this.setSaveData(data);
 }