コード例 #1
0
        public void NewSavedGameOK()
        {
            if (GlobalDefinitions.newGameToggle.GetComponent <Toggle>().isOn)
            {
                GlobalDefinitions.WriteToLogFile("newSavedGameOK: Starting new game");

                GUIRoutines.RemoveGUI(transform.parent.gameObject);
                GameControl.setUpStateInstance.GetComponent <SetUpState>().ExecuteNewGame();
            }
            else if (GlobalDefinitions.savedGameToggle.GetComponent <Toggle>().isOn)
            {
                GlobalDefinitions.WriteToLogFile("newSavedGameOK: Starting saved game");

                // Since at this point we know we are starting a new game and not running the command file, remove the command file
                if (!GlobalDefinitions.commandFileBeingRead)
                {
                    GlobalDefinitions.DeleteCommandFile();
                }

                GUIRoutines.RemoveGUI(transform.parent.gameObject);
                GameControl.setUpStateInstance.GetComponent <SetUpState>().ExecuteSavedGame();
            }
            else if (GlobalDefinitions.commandFileToggle.GetComponent <Toggle>().isOn)
            {
                GlobalDefinitions.WriteToLogFile("newSavedGameOK: Executing command file");

                GUIRoutines.RemoveGUI(transform.parent.gameObject);
                GameControl.setUpStateInstance.GetComponent <SetUpState>().ReadCommandFile();
            }
        }
コード例 #2
0
        /// <summary>
        /// This is the routine called to write out the save turn file
        /// </summary>
        public void WriteSaveTurnFile(string saveFileType)
        {
            // There are three types of saved files: setup, end of Allied turn, and end of German turn.  The name of the file reflects this using the string passed
            string turnString;

            if (GlobalDefinitions.turnNumber < 10)
            {
                turnString = "0" + GlobalDefinitions.turnNumber.ToString();
            }
            else
            {
                turnString = GlobalDefinitions.turnNumber.ToString();
            }
            StreamWriter fileWriter = new StreamWriter(GameControl.path + "TGCOutputFiles\\TGCSaveFile_Turn" + turnString + "_" + saveFileType + ".txt");

            if (fileWriter == null)
            {
                GlobalDefinitions.GuiUpdateStatusMessage("Unable to open save file " + GameControl.path + "TGCOutputFiles\\TGCSaveFile_Turn" + turnString + "_" + saveFileType + ".txt");
            }
            else
            {
                fileWriter.WriteLine("Turn " + GlobalDefinitions.turnNumber);

                fileWriter.Write("Global_Definitions ");
                GlobalDefinitions.WriteGlobalVariables(fileWriter);

                fileWriter.WriteLine("Hexes");
                foreach (GameObject hex in HexDefinitions.allHexesOnBoard)
                {
                    hex.GetComponent <HexDatabaseFields>().WriteHexFields(fileWriter);
                }
                fileWriter.WriteLine("End");
                fileWriter.WriteLine("Units");
                foreach (Transform unit in GameObject.Find("Units Eliminated").transform)
                {
                    unit.GetComponent <UnitDatabaseFields>().WriteUnitFields(fileWriter);
                }
                foreach (Transform unit in GlobalDefinitions.allUnitsOnBoard.transform)
                {
                    unit.GetComponent <UnitDatabaseFields>().WriteUnitFields(fileWriter);
                }
                foreach (Transform unit in GameObject.Find("Units In Britain").transform)
                {
                    unit.GetComponent <UnitDatabaseFields>().WriteUnitFields(fileWriter);
                }
                fileWriter.WriteLine("End");

                // In network mode the Game Control loads the currentState and it works best if everything is set before it gets called.
                fileWriter.Write("Game_Control ");

                if (saveFileType == "Setup")
                {
                    fileWriter.Write("German");
                }
                else
                {
                    fileWriter.Write(GameControl.gameStateControlInstance.GetComponent <GameStateControl>().currentState.currentNationality);
                }

                fileWriter.WriteLine();
                fileWriter.Close();

                // A new saved file has been written so delete the current command file and load the new turn file
                if (!GlobalDefinitions.commandFileBeingRead)
                {
                    if (File.Exists(GameControl.path + GlobalGameFields.commandFile))
                    {
                        GlobalDefinitions.DeleteCommandFile();
                    }
                    using (StreamWriter writeFile = File.AppendText(GameControl.path + GlobalGameFields.commandFile))
                    {
                        writeFile.WriteLine(GlobalDefinitions.AGGRESSIVESETTINGKEYWORD + " " + GlobalDefinitions.aggressiveSetting);
                        writeFile.WriteLine(GlobalDefinitions.DIFFICULTYSETTINGKEYWORD + " " + GlobalDefinitions.difficultySetting);
                        writeFile.WriteLine("SavedTurnFile " + GameControl.path + "TGCOutputFiles\\TGCSaveFile_Turn" + turnString + "_" + saveFileType + ".txt");
                    }
                }
            }
        }