コード例 #1
0
    public void GenerateLoadBoardsMenu()
    {
        // delete the existing menu, if it exists. The menu needs to be regenerated when something is renamed or deleted
        foreach (UISavedBoard uisave in UISavedBoards)
        {
            Destroy(uisave.gameObject);
        }
        UISavedBoards.Clear();

        int Saves = LoadBoardsAndReturnTheNumberOfBoards();

        // set the content field to the correct length for the number of saves
        Parent.sizeDelta = new Vector2(784, 20 + Saves * 110);
    }
コード例 #2
0
    public int LoadBoardsAndReturnTheNumberOfBoards()
    {
        string BoardsDirectory = Application.persistentDataPath + "/savedboards/";

        if (!Directory.Exists(BoardsDirectory))
        {
            Directory.CreateDirectory(BoardsDirectory);
        }

        string[] files = Directory.GetFiles(BoardsDirectory);

        // make sure they're .tungboard files
        List <string> boardpaths = new List <string>();

        foreach (string file in files)
        {
            if (file.Substring(file.Length - 10) == ".tungboard")
            {
                boardpaths.Add(file);
            }
        }

        for (int i = 0; i < boardpaths.Count; i++)
        {
            GameObject penis     = Instantiate(SavedBoardPrefab, Parent);
            FileInfo   penisinfo = new FileInfo(boardpaths[i]);

            UISavedBoard v****a = penis.GetComponent <UISavedBoard>();
            v****a.FilePath   = boardpaths[i];
            v****a.Title.text = Path.GetFileNameWithoutExtension(boardpaths[i]);

            v****a.SetPosition(i); // new method of setting position


            v****a.Info.text =
                penisinfo.Length.ToString() + " bytes" // get file size
            ;                                          // + " | " + penisinfo.LastAccessTime.ToString(); // get the local time of the last time the save was modified

            UISavedBoards.Add(v****a);
        }

        Debug.Log(boardpaths.Count.ToString() + " saved boards");
        return(boardpaths.Count);
    }