/// <summary> /// Thiết lập ngôn ngữ ui context /// </summary> private void InitializeLocalComponent() { Text = translator.Translate("0035", "Cài Đặt"); #region Auto Save Setting AutoSaveChk.Text = translator.Translate("0034", "Auto Save"); #endregion #region Saving Settings /// INIT AutoSaveType Items AutoSaveType[] autoSaveTypeItems = new AutoSaveType[] { new AutoSaveType() { Value = AutoSaveType.IDLE, Label = translator.Translate("0027", "Không làm gì") }, new AutoSaveType() { Value = AutoSaveType.END_EDIT, Label = translator.Translate("0028", "Sửa xong một dòng") } }; // Loại bỏ trigger tới event AutoSaveTypeCb.SelectedValueChanged -= AutoSaveSelectIdleTimeType; AutoSaveTypeCb.DataSource = autoSaveTypeItems; AutoSaveTypeCb.DisplayMember = "Label"; AutoSaveTypeCb.ValueMember = "Value"; // Kích hoạt lại các trigger event AutoSaveTypeCb.SelectedValueChanged += AutoSaveSelectIdleTimeType; // Init Language SavingGroupBox.Text = translator.Translate("0029", "Lưu trữ"); AutoSaveTypeLabel.Text = translator.Translate("0030", "Tự động lưu khi"); TimeSecondLbl.Text = translator.Translate("0031", "Giây"); IdleInLabel.Text = translator.Translate("0032", "Trong"); #endregion #region Language settings Language[] langs = new Language[] { new Language() { Label = translator.Translate("vn", "Tiếng Việt", "languages"), Code = Language.VN }, new Language() { Label = translator.Translate("en", "Tiếng anh", "languages"), Code = Language.EN } }; SelectLangCb.SelectedValueChanged -= ChangeLanguage; SelectLangCb.DataSource = langs; SelectLangCb.DisplayMember = "Label"; SelectLangCb.ValueMember = "Code"; SelectLangLbl.Text = translator.Translate("0033", "Ngôn ngữ"); SelectLangCb.SelectedValueChanged += ChangeLanguage; #endregion #region Button Action CancelBtn.Text = translator.Translate("0025", "Cancel"); #endregion }
public void Save(string levelName, string encodedLevel, SaveType saveType, AutoSaveType autoSaveType, string solutionName) { if (levelName != EditorSaveName && levelName.StartsWith("_") && saveType == SaveType.Level) { // if we are in the editor and a Level is saved with an "_" at the beginning, then it is to be saves in resources, not normally #if UNITY_EDITOR LevelSettings.instance.levels.RemoveAll((obj) => obj.name == levelName); LevelSettings.instance.levels.Add(new LevelSettings.Level() { name = levelName, encodedLevel = encodedLevel, }); EditorUtility.SetDirty(LevelSettings.instance); return; // otherwise we are playing the game normally and we just trim the "_" for a level save, // all other save types keep the underscore as they must reference the full name, even an underscored (Resources) level #else levelName.TrimStart('_'); #endif } solutionName.TrimStart('_'); if (autoSaveType == AutoSaveType.AutoSave) { solutionName = autoSaveName; } System.IO.File.WriteAllText(FileNameString(levelName, solutionName, saveType), levelName + "\n" + solutionName + "\n" + encodedLevel); Debug.Log("Saving " + FileNameString(levelName, solutionName, saveType)); }
public void Delete(string levelName, SaveType saveType, AutoSaveType autoSaveType, string solutionName) { if (autoSaveType == AutoSaveType.AutoSave) { solutionName = autoSaveName; } System.IO.File.Delete(FileNameString(levelName, solutionName, saveType)); }
// 自动存储 public DBBaseGame AutoSave(bool useSnapshot = false) { AutoSaveType saveType = SettingsMgr.GetBaseSettings().AutoSaveType; if (saveType == AutoSaveType.None) { return(null); } Callback_OnStartAutoSave?.Invoke(saveType); var ret = SaveCurGameAs(Const.Prefix_AutoSave + Util.GetStr(BaseLocalPlayer.TDID), useSnapshot, true, false, false, true); Callback_OnEndAutoSave?.Invoke(saveType); return(ret); }
public string Load(string levelName, SaveType saveType, AutoSaveType autoSaveType, string solutionName) { Debug.Log("Loading " + levelName + " " + solutionName + ":" + saveType + ":" + autoSaveType + ":" + solutionName); ReloadLevelData(); if (!levels.ContainsKey(levelName)) { return(""); } if (autoSaveType == AutoSaveType.AutoSave) { solutionName = autoSaveName; } switch (saveType) { case SaveType.Level: if (autoSaveType == AutoSaveType.AutoSave) { return(levels[levelName].levelAutosaveEncoding); } else { return(levels[levelName].levelEncoding); } case SaveType.Solution: if (!levels[levelName].namedSaveEncodings.ContainsKey(solutionName)) { return(""); } return(levels[levelName].namedSaveEncodings[solutionName]); default: return(""); } }
public void Save(string levelName, string encodedLevel, SaveType saveType, AutoSaveType autoSaveType) { Save(levelName, encodedLevel, saveType, autoSaveType, ""); }
public void Delete(string levelName, SaveType saveType, AutoSaveType autoSaveType) { Delete(levelName, saveType, autoSaveType, ""); }
public string Load(string levelName, SaveType saveType, AutoSaveType autoSaveType) { return(Load(levelName, saveType, autoSaveType, "")); }
public void SetAutoSaveType(AutoSaveType autoSaveType) { Settings.AutoSaveType = autoSaveType; }