/// <summary> /// Create a scene at the input location /// </summary> /// <param name="filename">The filename of the scene to be created</param> /// <returns>True if successfully created</returns> public static bool CreateScene(string filename) { GameScene gameScene = new GameScene(); GibboHelper.SerializeObject(filename, gameScene); return(true); }
/// <summary> /// Saves the active scene at its location /// </summary> /// <returns>True if scene is saved</returns> public static bool SaveActiveScene() { if (ActiveScene == null) { return(false); } activeScene.SaveComponentValues(); GibboHelper.SerializeObject(ActiveScenePath, ActiveScene); return(true); }
/// <summary> /// Saves the active scene at the input location /// </summary> /// <param name="path">The target path</param> /// <returns></returns> public static bool SaveActiveScene(string path, bool xml) { if (ActiveScene == null) { return(false); } activeScene.SaveComponentValues(); if (!xml) { GibboHelper.SerializeObject(path, ActiveScene); } else { GibboHelper.SerializeObjectXML(path, activeScene); } return(true); }
internal void Save(string filePath) { GibboHelper.SerializeObject(filePath, this); }
/// <summary> /// Saves the game object /// </summary> /// <param name="filename"></param> public void Save(string filename) { GibboHelper.SerializeObject(filename, this); }
/// <summary> /// Saves the project at the current project path location /// </summary> public void Save() { this.Settings.SaveToFile(); GibboHelper.SerializeObject(this.projectFilePath, this); }