Esempio n. 1
0
        /// <summary>
        /// Writes game options to options data file
        /// </summary>
        /// <returns>True if write was successful, false if write failed. On failure, and error message is also printed (likely file write permission issues, etc.)</returns>
        public bool SaveGameOptions()
        {
            bool                   result      = true;
            BinaryFormatter        formatter   = new BinaryFormatter();
            FileStream             fsOptions   = null;
            FPEGameOptionsSaveData optionsData = mySaveLoadLogic.gatherGameOptionsSaveData();

            try
            {
                fsOptions = new FileStream(optionsDataSaveFileFullPath, FileMode.Create);
                formatter.Serialize(fsOptions, optionsData);
            }
            catch (Exception e)
            {
                Debug.LogError("FPESaveLoadManager:: Failed to save game file(s). Reason: " + e.Message);
                result = false;
            }
            finally
            {
                if (fsOptions != null)
                {
                    fsOptions.Close();
                }
            }

            return(result);
        }
        /// <summary>
        /// Restores the game options to their previously saved values
        /// </summary>
        /// <param name="data">The saved data type from which to restore game options</param>
        public void restoreGameOptionsData(FPEGameOptionsSaveData data)
        {
            FPEInputManager.Instance.LookSensitivity = new Vector2(data.LookSensitivity, data.LookSensitivity);
            FPEInputManager.Instance.LookSmoothing   = data.LookSmoothing;
            FPEInputManager.Instance.UseGamepad      = data.UseGamepad;

            if (FPEInteractionManagerScript.Instance != null)
            {
                FPEInteractionManagerScript.Instance.changeMouseSensitivityFromMenu(data.LookSensitivity);
            }
        }
Esempio n. 3
0
        /// <summary>
        /// Reads the game options from file, if file exists.
        /// </summary>
        /// <returns>True if load succeeded, false if it did not. If file did not exist, it is created and
        /// a warning is printed. If it exists but can not be read (e.g. file permission issue), only
        /// an error is printed.</returns>
        public bool LoadGameOptions()
        {
            bool result = true;

            if (File.Exists(optionsDataSaveFileFullPath))
            {
                FPEGameOptionsSaveData optionsData = null;
                BinaryFormatter        formatter   = new BinaryFormatter();
                FileStream             fsOptions   = null;

                // Try to actually read in the data from disk
                try
                {
                    fsOptions   = new FileStream(optionsDataSaveFileFullPath, FileMode.Open);
                    optionsData = (FPEGameOptionsSaveData)formatter.Deserialize(fsOptions);
                    mySaveLoadLogic.restoreGameOptionsData(optionsData);
                }
                catch (Exception e)
                {
                    Debug.LogError("FPESaveLoadManager:: Failed to load game options file '" + optionsDataSaveFileFullPath + "'. Reason: " + e.Message);
                    result = false;
                }
                finally
                {
                    if (fsOptions != null)
                    {
                        fsOptions.Close();
                    }
                }
            }
            else
            {
                Debug.LogWarning("FPESaveLoadManager:: Game options file '" + optionsDataSaveFileFullPath + "' does not exist. Attempting to save existing options so a reload can occur.");
                SaveGameOptions();
                result = false;
            }

            return(result);
        }
        /// <summary>
        /// Gathers saveable data for Game Options (mouse sensitivity, look smoothing, etc.)
        /// </summary>
        /// <returns>Saveable type containing the options data</returns>
        public FPEGameOptionsSaveData gatherGameOptionsSaveData()
        {
            FPEGameOptionsSaveData optionsData = new FPEGameOptionsSaveData(FPEInputManager.Instance.LookSensitivity.x, FPEInputManager.Instance.LookSmoothing, FPEInputManager.Instance.UseGamepad);

            return(optionsData);
        }