コード例 #1
0
ファイル: SaveManager.cs プロジェクト: mario2100/valkyrie
 // This saves the current game to disk.  Will overwrite any previous saves
 public static void Save(int num = 0, bool quit = false)
 {
     // wait to not overwrite save.ini and screen capture
     ZipManager.Wait4PreviousSave();
     Game.Get().cc.TakeScreenshot(delegate { SaveWithScreen(num, quit); });
 }
コード例 #2
0
ファイル: SaveManager.cs プロジェクト: mario2100/valkyrie
    private static void SaveWithScreen(int num, bool quit = false)
    {
        Game game = Game.Get();

        try
        {
            if (!Directory.Exists(Game.AppData()))
            {
                Directory.CreateDirectory(Game.AppData());
            }
            if (!Directory.Exists(ContentData.GameTypePath))
            {
                Directory.CreateDirectory(ContentData.GameTypePath);
            }
            if (!Directory.Exists(Path.Combine(ContentData.GameTypePath, "Save")))
            {
                Directory.CreateDirectory(Path.Combine(ContentData.GameTypePath, "Save"));
            }
            string tempValkyriePath = ContentData.TempValyriePath;
            if (!Directory.Exists(tempValkyriePath))
            {
                Directory.CreateDirectory(tempValkyriePath);
            }
            File.WriteAllText(Path.Combine(tempValkyriePath, "save.ini"), game.quest.ToString());

            Vector2 screenSize = new Vector2(Screen.width, Screen.height);

            float scale = 4f / 30f;

            var targetSizeX = Mathf.RoundToInt(screenSize.x * scale);
            var targetSizeY = Mathf.RoundToInt(screenSize.y * scale);
            var outTex      = ResizeScreenShotTexture(game.cc.screenShot, targetSizeX, targetSizeY);

            File.WriteAllBytes(Path.Combine(tempValkyriePath, "image.png"), outTex.EncodeToPNG());

            // Check if we should update the zip file or write a new one with quest content
            // first autosave is a new zip file, following autosave just update the zip
            bool zip_update = false;
            if (num == 0 && game.quest.firstAutoSaveDone)
            {
                zip_update = true;
            }
            else if (num == 0)
            {
                game.quest.firstAutoSaveDone = true;
            }

            // Quest content can be in original path, or savegame path
            string quest_content_path;
            if (game.quest.fromSavegame)
            {
                quest_content_path = ContentData.ValkyrieLoadQuestPath;
            }
            else
            {
                quest_content_path = game.quest.originalPath;
            }

            // zip in a separate thread
            ZipManager.WriteZipAsync(tempValkyriePath, quest_content_path, SaveFile(num), zip_update);
        }
        catch (IOException e)
        {
            ValkyrieDebug.Log("Warning: Unable to write to save file. " + e.Message);
        }
        if (quit)
        {
            ZipManager.Wait4PreviousSave();
            GameStateManager.MainMenu();
        }
    }
コード例 #3
0
ファイル: SaveManager.cs プロジェクト: samdoj/valkyrie
    private static void SaveWithScreen(int num, bool quit = false)
    {
        Game game = Game.Get();

        try
        {
            if (!Directory.Exists(Game.AppData()))
            {
                Directory.CreateDirectory(Game.AppData());
            }
            if (!Directory.Exists(ContentData.GameTypePath))
            {
                Directory.CreateDirectory(ContentData.GameTypePath);
            }
            if (!Directory.Exists(Path.Combine(ContentData.GameTypePath, "Save")))
            {
                Directory.CreateDirectory(Path.Combine(ContentData.GameTypePath, "Save"));
            }
            string tempValkyriePath = ContentData.TempValyriePath;
            if (!Directory.Exists(tempValkyriePath))
            {
                Directory.CreateDirectory(tempValkyriePath);
            }
            File.WriteAllText(Path.Combine(tempValkyriePath, "save.ini"), game.quest.ToString());

            Vector2 screenSize = new Vector2(Screen.width, Screen.height);

            Color[] screenColor = game.cc.screenShot.GetPixels(0);

            float     scale  = 4f / 30f;
            Texture2D outTex = new Texture2D(Mathf.RoundToInt(screenSize.x * scale), Mathf.RoundToInt(screenSize.y * scale), TextureFormat.RGB24, false);

            Color[] outColor = new Color[outTex.width * outTex.height];

            for (int i = 0; i < outColor.Length; i++)
            {
                float xX = (float)i % (float)outTex.width;
                float xY = Mathf.Floor((float)i / (float)outTex.width);

                Vector2 vCenter = new Vector2(xX, xY) / scale;

                int xXFrom = (int)Mathf.Max(Mathf.Floor(vCenter.x - (0.5f / scale)), 0);
                int xXTo   = (int)Mathf.Min(Mathf.Ceil(vCenter.x + (0.5f / scale)), screenSize.x);
                int xYFrom = (int)Mathf.Max(Mathf.Floor(vCenter.y - (0.5f / scale)), 0);
                int xYTo   = (int)Mathf.Min(Mathf.Ceil(vCenter.y + (0.5f / scale)), screenSize.y);

                Color oColorTemp = new Color();
                float xGridCount = 0;
                for (int iy = xYFrom; iy < xYTo; iy++)
                {
                    for (int ix = xXFrom; ix < xXTo; ix++)
                    {
                        int index = (int)(((float)iy * screenSize.x) + ix);
                        if (index >= screenColor.Length || index < 0)
                        {
                            continue;
                        }
                        oColorTemp += screenColor[index];
                        xGridCount++;
                    }
                }
                outColor[i] = oColorTemp / (float)xGridCount;
            }

            outTex.SetPixels(outColor);
            outTex.Apply();
            File.WriteAllBytes(Path.Combine(tempValkyriePath, "image.png"), outTex.EncodeToPNG());

            // Check if we should update the zip file or write a new one with quest content
            // first autosave is a new zip file, following autosave just update the zip
            bool zip_update = false;
            if (num == 0 && game.quest.firstAutoSaveDone)
            {
                zip_update = true;
            }
            else if (num == 0)
            {
                game.quest.firstAutoSaveDone = true;
            }

            // Quest content can be in original path, or savegame path
            string quest_content_path;
            if (game.quest.fromSavegame)
            {
                quest_content_path = ContentData.ValkyrieLoadQuestPath;
            }
            else
            {
                quest_content_path = game.quest.originalPath;
            }

            // zip in a separate thread
            ZipManager.WriteZipAsync(tempValkyriePath, quest_content_path, SaveFile(num), zip_update);
        }
        catch (System.IO.IOException e)
        {
            ValkyrieDebug.Log("Warning: Unable to write to save file. " + e.Message);
        }
        if (quit)
        {
            ZipManager.Wait4PreviousSave();
            Destroyer.MainMenu();
        }
    }