public override void Save(XElement element) { element.Add(new XAttribute("campaignid", CampaignID)); XElement modeElement = new XElement("MultiPlayerCampaign", new XAttribute("money", Money), new XAttribute("purchasedlostshuttles", PurchasedLostShuttles), new XAttribute("purchasedhullrepairs", PurchasedHullRepairs), new XAttribute("purchaseditemrepairs", PurchasedItemRepairs), new XAttribute("cheatsenabled", CheatsEnabled)); CampaignMetadata?.Save(modeElement); Map.Save(modeElement); CargoManager?.SavePurchasedItems(modeElement); UpgradeManager?.SavePendingUpgrades(modeElement, UpgradeManager?.PendingUpgrades); if (petsElement != null) { modeElement.Add(petsElement); } // save bots CrewManager.SaveMultiplayer(modeElement); // save available submarines XElement availableSubsElement = new XElement("AvailableSubs"); for (int i = 0; i < GameMain.NetLobbyScreen.CampaignSubmarines.Count; i++) { availableSubsElement.Add(new XElement("Sub", new XAttribute("name", GameMain.NetLobbyScreen.CampaignSubmarines[i].Name))); } modeElement.Add(availableSubsElement); element.Add(modeElement); //save character data to a separate file string characterDataPath = GetCharacterDataSavePath(); XDocument characterDataDoc = new XDocument(new XElement("CharacterData")); foreach (CharacterCampaignData cd in characterData) { characterDataDoc.Root.Add(cd.Save()); } try { characterDataDoc.SaveSafe(characterDataPath); } catch (Exception e) { DebugConsole.ThrowError("Saving multiplayer campaign characters to \"" + characterDataPath + "\" failed!", e); } lastSaveID++; DebugConsole.Log("Campaign saved, save ID " + lastSaveID); }
public override void Save(XElement element) { XElement modeElement = new XElement("SinglePlayerCampaign", new XAttribute("money", Money), new XAttribute("purchasedlostshuttles", PurchasedLostShuttles), new XAttribute("purchasedhullrepairs", PurchasedHullRepairs), new XAttribute("purchaseditemrepairs", PurchasedItemRepairs), new XAttribute("cheatsenabled", CheatsEnabled)); modeElement.Add(Settings.Save()); //save and remove all items that are in someone's inventory so they don't get included in the sub file as well foreach (Character c in Character.CharacterList) { if (c.Info == null) { continue; } if (c.IsDead) { CrewManager.RemoveCharacterInfo(c.Info); } c.Info.LastControlled = c == lastControlledCharacter; c.Info.HealthData = new XElement("health"); c.CharacterHealth.Save(c.Info.HealthData); if (c.Inventory != null) { c.Info.InventoryData = new XElement("inventory"); c.SaveInventory(); c.Inventory?.DeleteAllItems(); } c.Info.SaveOrderData(); } petsElement = new XElement("pets"); PetBehavior.SavePets(petsElement); modeElement.Add(petsElement); CrewManager.Save(modeElement); CampaignMetadata.Save(modeElement); Map.Save(modeElement); CargoManager?.SavePurchasedItems(modeElement); UpgradeManager?.Save(modeElement); element.Add(modeElement); }