void LoadSlots() { //Load cannon slot data. int index = 0; foreach (EntityFactory.CannonTypes type in _cannonSlots) { //Grab the name string slotname = "Cannon_Slot_" + index.ToString(); //if the key dont exist set to zebra!!!!! if (!FileFetch.HasKey(slotname)) { _cannonSlots[index] = EntityFactory.CannonTypes.Zebra; index++; continue; } //Set the int. _cannonSlots[index] = (EntityFactory.CannonTypes)FileFetch.FetchInt(slotname); index++; } }
public void Load() { //If we dont have one of the keys we dont have both so set manually and return! if (!FileFetch.HasKey("OPTIONS_SFX")) { SoundFXLevel = 0.63f; MusicLevel = 1.0f; return; } SoundFXLevel = FileFetch.FetchFloat("OPTIONS_SFX"); MusicLevel = FileFetch.FetchFloat("OPTIONS_MUSIC"); }
//Returns false if entry is not found. public bool LoadFromPlayerPrefs() { //Check if we have somthing to load if (!FileFetch.HasKey(name)) { return(false); } //Here we create a ductionary to fill up from the iDictionary. Dictionary <string, int> load = new Dictionary <string, int>(); IDictionary dict = FileFetch.FetchDictonary(name); //Transfer the data. foreach (DictionaryEntry data in dict) { load.Add(data.Key as string, int.Parse(string.Format("{0}", data.Value))); } //Get the data from the files. foreach (DataEntry data in _statisticsEntries) { //data.ReadFromPlayerPrefs(this.name); data.LoadFromDictionary(load); } //Get the total time player. TimeAmount = FileFetch.FetchFloat(name + "_TotalTime"); //Write the score //StatsScore = FileFetch.FetchInt(name + "_StatsScore"); StatsScore = load[name + "_StatsScore"]; //Save the multiplier as well.... just incase. //StatsValueModifier = FileFetch.FetchInt(name + "_Modifier"); StatsValueModifier = load[name + "_Modifier"]; return(true); }