public static void Load(string saveFileId = "") { string saveFile = GetSavePath(saveFileId); if (File.Exists(saveFile)) { _activeSaveDataFile = Serializer.FromFile <SaveDataFile>(saveFile); } if (_activeSaveDataFile == null) { _activeSaveDataFile = new SaveDataFile(); } }
private SaveDataFile LoadSaveData(string path) { SaveDataFile saveData = null; try { saveData = SaveDataFile.Load(path); } catch (IOException ex) { ShowErrorDialog(ex.Message); } catch (InvalidDataException ex) { ShowErrorDialog(ex.Message); } return(saveData); }
private bool WriteSaveData(SaveDataFile saveData, string path) { bool result = false; try { saveData.Store(path); result = true; } catch (IOException ex) { ShowErrorDialog(ex.Message); } catch (InvalidDataException ex) { ShowErrorDialog(ex.Message); } return(result); }
private void ExportCarGeneratorsGTA3Save(string path) { // Load other file SaveDataFile saveData = LoadSaveData(path); if (saveData == null) { StatusText = Strings.StatusMessageExportUnsuccessful; return; } // Replace car generators in other file and store file saveData.CarGenerators = CurrentSaveData.CarGenerators; if (!WriteSaveData(saveData, path)) { StatusText = Strings.StatusMessageExportUnsuccessful; return; } ShowExportSuccessDialog(); StatusText = string.Format(Strings.StatusMessageExportSuccessful, path); }
private void ImportCarGeneratorsGTA3Save(string path) { // Load other file SaveDataFile saveData = LoadSaveData(path); if (saveData == null) { StatusText = Strings.StatusMessageImportUnsuccessful; return; } // Replace car generators CurrentSaveData.CarGenerators = saveData.CarGenerators; ShowImportSuccessDialog(); // Refresh table ClearCarGeneratorsList(); PopulateCarGeneratorsList(); OnResetRowOrderRequested(); // Update status StatusText = string.Format(Strings.StatusMessageImportSuccessful, path); IsFileModified = true; }
private void FileOpen(string path) { if (IsFileOpen) { FileClose(); } if (IsFileOpen) { return; } SaveDataFile saveData = LoadSaveData(path); if (saveData == null) { return; } CurrentSaveData = saveData; MostRecentPath = path; WindowTitle = string.Format("{0} - {1}", Strings.AppName, path); StatusText = Strings.StatusMessageFileOpened; }
public void LoadGameData() { var sdd = SaveDataFile.LoadSaveData(); Dictionary <string, List <Vector3Int> > tmp = new Dictionary <string, List <Vector3Int> >(); Dictionary <int, string> tmp2 = new Dictionary <int, string>(); int timesIndex = 0; int stepIndex = 0; int tmp2Counter = 0; foreach (int i in sdd.length) { List <Vector3Int> theGame = new List <Vector3Int>(); for (int k = 0; k < i; k++) { Vector3Int step = new Vector3Int(); step.x = sdd.xPos[stepIndex]; step.y = sdd.yPos[stepIndex]; step.z = sdd.zPos[stepIndex]; stepIndex++; theGame.Add(step); } tmp.Add(sdd.names[timesIndex], theGame); if (sdd.names[timesIndex] != "recent") { tmp2.Add(tmp2Counter, sdd.names[timesIndex]); tmp2Counter++; } timesIndex++; } savedGames = tmp; savedGamesNameByID = tmp2; }
public void SaveGameData() { SaveDataFile.SaveSaveDataData(this); }
public static void ClearSaveGame() { _activeSaveDataFile = new SaveDataFile(); }
public static IEnumerator WaitAndPrint(float waitTime) { SaveDataFile asavefile = new SaveDataFile(); string astring = fserial.saveasstring(asavefile); ftex.ArrayToText("world", new string[] { astring }); SaveDataFile newone = (SaveDataFile)fserial.loadasobj(astring); print("end"); yield return new WaitForSeconds(waitTime); }
void SaveWorld() { savefile = new SaveDataFile(); string astring = fserial.saveasstring(savefile); ftex.ArrayToText("world", new string[]{astring}); }