public OverallProgress CreateRandomSave() { string saveName = "Atticus"; string[] files = GetFilePaths(); while (StringInFileList(saveName, files)) { saveName = RandomString(8); } OverallProgress p = new OverallProgress(); p.saveName = saveName; LevelProgress level1 = new LevelProgress(); LevelProgress level2 = new LevelProgress(); LevelProgress level3 = new LevelProgress(); level1.level = 1; level2.level = 2; level3.level = 3; p.levels = new LevelProgress[3]; p.levels[0] = level1; p.levels[1] = level2; p.levels[2] = level3; return(p); }
void BwProgressChanged(object sender, ProgressChangedEventArgs e) { switch (e.ProgressPercentage) { case -5: Log.AppendText((string)e.UserState); Log.AppendText(Environment.NewLine); break; case -6: OverallProgress.PerformStep(); break; case -7: PackageProgress.Maximum = (int)e.UserState; PackageProgress.Value = 0; break; case -8: PackageProgress.Value = (int)e.UserState; break; case -9: Status.Text = Resources.ExtractingStatus + (string)e.UserState; break; } }
//Saves the Progress Data to the directory. private void SaveProgress(OverallProgress data, string path) { BinaryFormatter binaryFormatter = new BinaryFormatter(); using (FileStream fileStream = File.Open(path, FileMode.OpenOrCreate)) { binaryFormatter.Serialize(fileStream, data); } }
/* * * For Testing Purposes. * * * */ private void DebugCurrentProgress(OverallProgress progress) { Debug.Log("SAVE: " + progress.saveName); foreach (LevelProgress level in progress.levels) { Debug.Log("Level " + level.level + "\n" + "Completed? :" + level.completed + "\n" + "Score :" + level.score); } }
#pragma warning restore 0649 //TODO: Move this to GameManager (Save after level completion.) private void Awake() { S = this; DontDestroyOnLoad(this.gameObject); //Check if there is a current most recent save. If not, instantiate one. OverallProgress p = LoadMostRecent(); if (p == null) { p = CreateDefaultSave(); } currentSave = p; }
public OverallProgress[] LoadSaves() { string[] files = GetFilePaths(); Debug.Log("Number of Files: " + files.Length); if (files.Length == 0) { return(null); } OverallProgress[] saves = new OverallProgress[files.Length]; for (int i = 0; i < files.Length; i++) { saves[i] = LoadProgress(files[i]); } return(saves); }
private void DataInserter_OverallProgress(object sender, EventArgs <int, int> e) // Current, Total { OverallProgress.Minimum = 0; OverallProgress.Maximum = e.Argument2; if (OverallProgress.Value != e.Argument1) { OverallProgress.Value = e.Argument1; OverallProgress.Refresh(); } if (m_yieldIndex++ % 5 == 0) { Application.DoEvents(); } }
void OnEnable() { Debug.Log("Filling level information..."); OverallProgress save = BinarySaver.S.currentSave; LevelProgress level = save.levels[levelIndex]; if (levelIndex > 0) { LevelProgress previousLevel = save.levels[levelIndex - 1]; Locked = !previousLevel.completed; //If the previous level hasn't been completed, lock the level. } if (level.completed) { Text score = Score.GetComponent <Text>(); score.text = level.score.ToString(); } }
public OverallProgress CreateDefaultSave(string saveName = "Atticus") { OverallProgress p = new OverallProgress(); p.saveName = saveName; LevelProgress level1 = new LevelProgress(); LevelProgress level2 = new LevelProgress(); LevelProgress level3 = new LevelProgress(); level1.level = 1; level2.level = 2; level3.level = 3; p.levels = new LevelProgress[3]; p.levels[0] = level1; p.levels[1] = level2; p.levels[2] = level3; return(p); }
public void Load(string saveName = null) { string[] filePaths = GetFilePaths(); if (saveName == null) //Just load the first save. { if (filePaths.Length > 0) { currentSave = LoadProgress(filePaths[0]); } } else //Search for specific save and load it. { foreach (string path in filePaths) { if (path.Contains(saveName)) { currentSave = LoadProgress(path); break; } } } }
partial void ResumeImport(NSObject sender) { OverallProgress.Resume(); }
partial void PauseImport(NSObject sender) { OverallProgress.Pause(); }
partial void CanceltImport(NSObject sender) { OverallProgress.Cancel(); }
public void StartNewSave() { currentSave = CreateRandomSave(); Save(); }