public void SaveCharacter() { var filePath = D4Data.Instance.CharacterFiles[Character.Name]; CharacterSerializer.ToFile(Character, filePath); UnityEngine.Debug.Log("Character saved!"); }
// 송신용 byte[] 형 데이터 획득 public byte[] GetData() { CharacterSerializer serializer = new CharacterSerializer(); serializer.Serialize(packet); return(serializer.GetSerializedData()); }
void SubmitForm() { var characterClass = _classDropdown.options[_classDropdown.value].text; var characterName = _nameInput.text; if (D4Data.Instance.CharacterFiles.ContainsKey(characterName)) { Debug.Log("Character name exists"); return; } var character = new Character() { Class = characterClass, Name = characterName }; CharacterSerializer.ToFile(character, D4Data.Instance.CharacterFolderPath + "\\" + characterName + ".d4c"); D4Data.Instance.RefreshCharacterList(); GameObject.FindObjectOfType <CharacterSelection>().PopulateCharacterList(); _nameInput.text = string.Empty; _classDropdown.value = 0; gameObject.SetActive(false); }
// 바이너리 데이터를 패킷 데이터로 역직렬화하는 생성자 public CharacterPacket(byte[] data) { CharacterSerializer serializer = new CharacterSerializer(); serializer.SetDeserializedData(data); serializer.Deserialize(ref packet); }
public static VocalIndexObject Deseralize(string Folder) { VocalIndexObject ret = null; if (System.IO.File.Exists(Folder + "\\voicedbi.dat")) { ret = SerializeFrom(Folder + "\\voicedbi.dat"); if (ret != null) { string NewHash = CalcHash(ret.HashFiles, Folder); if (NewHash != ret.HashValue) { ret = null; } } } if (ret == null) { ret = new VocalIndexObject(); ret.BasicData.IntroduceText = "Chorista Voice Index Cache File"; ret.HashFiles.Add("character.txt"); ret.CharacertData = CharacterSerializer.DeSerialize(Folder + "\\character.txt"); ret.SndAtomList = OtoSerializer.DeSerialize(Folder, ret.HashFiles); ret.HashFiles.Add("prefix.map"); if (System.IO.File.Exists(Folder + "\\prefix.map")) { ret.PrefixAtomList = PrefixMapSerialzier.DeSerialize(Folder + "\\prefix.map"); } SplitDictionary sdlib = null; if (System.IO.File.Exists(Folder + "\\splitdic.json")) { sdlib = SplitDictionary.SerializeFrom(Folder + "\\splitdic.json"); if (ret != null) { ret.HashFiles.Add("splitdic.json"); } } if (sdlib == null && System.IO.File.Exists(Folder + "\\presamp.ini")) { sdlib = Presamp2DictSerializer.DeSerialize(Folder + "\\presamp.ini"); if (sdlib != null) { ret.HashFiles.Add("presamp.ini"); } } if (sdlib != null) { ret.SplitDictionary = sdlib; } else { ret.SplitDictionary = new SplitDictionary(); } ret.SplitDictionary.MapSndList(ret.SndAtomList, ret.PrefixAtomList); ret.HashValue = CalcHash(ret.HashFiles, Folder); SerializeTo(ret, Folder + "\\voicedbi.dat"); } return(ret); }
private async void LoadPage() { await CharacterSerializer.Deserialize(); textName.Text = MainPage.CHARACTERcurrent.CharName; textPlayer.Text = MainPage.CHARACTERcurrent.Player; textCampaign.Text = MainPage.CHARACTERcurrent.Campaign; }
private void buttonAddMember_Click(object sender, RoutedEventArgs e) { MainPage.CHARACTERcurrent.Party.Add(new Character(MainPage.CHARACTERloaded.ID)); CharacterSerializer.Serialize(); LoadMembers(); }
public void EnterWorld(string characterName) { var characterFilePath = D4Data.Instance.CharacterFiles[characterName]; Character = CharacterSerializer.FromFile(characterFilePath); Character.Initialize(D4Data.Instance.Hellforge, new D4Hero()); SceneManager.LoadScene("GameWorld"); LoadLevel("TestLevel"); }
private async Task <bool> LoadCharacters() { CharacterSerializer.CharFolder = await Windows.Storage.ApplicationData.Current.LocalFolder.CreateFolderAsync("Appstate", Windows.Storage.CreationCollisionOption.OpenIfExists); await CharacterSerializer.Deserialize(); UpdateLoadGrid(); await CharacterSerializer.Serialize(); return(true); }
public void SwitchCharacter(Character character) { gridView.Visibility = Visibility.Collapsed; gridFiles.Visibility = Visibility.Collapsed; CHARACTERloaded = character; CHARACTERcurrent = CHARACTERloaded; CharacterSerializer.CURRENTindex = CharacterSerializer.FindCharacterIndex(CHARACTERloaded); ChangePage(NavCharacter); }
private async void Create() { Character character = new Character(); character.ID = CharacterSerializer.GenerateID(); CharacterSerializer.AddCharacterToSerializationList(character); await CharacterSerializer.Serialize(); MainPage.MAINPAGE.SwitchCharacter(character); //System.Diagnostics.Debug.WriteLine("Created!"); }
public async Task <bool> LoadMenu() { gridView.Visibility = Visibility.Visible; gridFiles.Visibility = Visibility.Visible; await LoadCharacters(); NavigationButton blank = new NavigationButton(); blank.SetPageType(PageType.BLANK); ChangePage(blank); await CharacterSerializer.Serialize(); return(true); }
public void DeleteChar() { if (gridView.SelectedItem != null) { //Select by Character Indicated Character c = CharacterSerializer.FindCharacterByID(((LoadItem)gridView.SelectedItem).ID); CharacterSerializer.RemoveCharacterFromSerializationList(c); UpdateLoadGrid(); } else { MessageDialog dialog = new MessageDialog("Select a character to delete."); dialog.ShowAsync(); } }
public void SwitchCharacter() { if (gridView.SelectedItem != null) { gridView.Visibility = Visibility.Collapsed; gridFiles.Visibility = Visibility.Collapsed; //Select by Index //CHARACTER = CharacterSerializer.characters.Values.ElementAt(gridView.SelectedIndex); //Select by Character Indicated CHARACTERcurrent = CharacterSerializer.FindCharacterByID(((LoadItem)gridView.SelectedItem).ID); CHARACTERloaded = CharacterSerializer.FindCharacterByID(((LoadItem)gridView.SelectedItem).ID); CharacterSerializer.CURRENTindex = CharacterSerializer.FindCharacterIndex(CHARACTERloaded); ChangePage(NavCharacter); } }
void Awake() { #region Enforces Singleton Pattern. //Check if instance already exists if (instance == null) { //if not, set instance to this instance = this; } //If instance already exists and it's not this: else if (instance != this) { //Then destroy this. This enforces our singleton pattern, meaning there can only ever be one instance of a MyNetworkManager. Destroy(gameObject); } #endregion UpdateCharacters(); UpdateLookable(); }
private void textCampaign_LostFocus(object sender, RoutedEventArgs e) { MainPage.CHARACTERcurrent.Campaign = textCampaign.Text; CharacterSerializer.Serialize(); }
private void textPlayer_LostFocus(object sender, RoutedEventArgs e) { MainPage.CHARACTERcurrent.Player = textPlayer.Text; CharacterSerializer.Serialize(); }