public void setDataLocation(GameDataStorageLayerUtils.DataStorageAreas dataAccessType, string dataType, string locationString) { this.dataAccessType = dataAccessType; this.dataType = dataType; this.locationString = locationString; dataInterfaceChanged++; }
public GameDataStorageLayerManager(GameDataStorageLayerUtils.DataStorageAreas dataAccessType, string dataType, string dataLocation) { storageManagement = new GameDataStorageManagement(dataAccessType, dataType, dataLocation); this.dataAccessType = dataAccessType; primeDataFromStorage(); this.storageObjects = storageManagement.getAllObjects(); }
public GameDataStorageManagement(GameDataStorageLayerUtils.DataStorageAreas dataAccessType, string dataType, string locationString) { this.dataAccessType = dataAccessType; this.dataType = dataType; this.serializedGameData = null; this.locationString = locationString; dataInterfaceChanged = 0; }
/* * We take a single constructor, we need to know three things: * 1. Where is the data * 2. What is the data type (for now) * 3. location of the data to write to/read from * */ public GameDataStorageManagement() { this.dataAccessType = GameDataStorageLayerUtils.DataStorageAreas.None; this.dataType = null; this.serializedGameData = null; this.locationString = null; dataInterfaceChanged = 0; }
public GameDataStorageLayer(GameDataStorageLayerUtils.DataStorageAreas dataAccessType, string dataType, string dataLocation) { storageInterface = new GameDataStorageInterface(dataAccessType, dataType, dataLocation); primeDataFromStorage(); }
public GameDataStorageLayerManager() { storageManagement = new GameDataStorageManagement(); this.dataAccessType = GameDataStorageLayerUtils.DataStorageAreas.None; this.storageObjects = null; }