} // GameSettings() /// <summary> /// Create game settings. This constructor helps us to only load the /// GameSettings once, not again if GameSettings is recreated by /// the Deserialization process. /// </summary> /// <param name="loadSettings">Load settings</param> static GameSettings() { defaultInstance = new GameSettings(); Load(); } // GameSettings(loadSettings)
} // ~GameSettings() #endregion #region Load /// <summary> /// Load /// </summary> public static void Load() { needSave = false; FileStream file = FileHelper.LoadGameContentFile(SettingsFilename); if (file == null) return; // If the file is empty, just create a new file with the default // settings. if (file.Length == 0) { // Close the file file.Close(); // But first check if there is maybe a file in the game directory // to load the default game settings from. file = FileHelper.LoadGameContentFile(SettingsFilename); if (file != null) { // Load everything into this class GameSettings loadedGameSettings = (GameSettings)new XmlSerializer(typeof(GameSettings)). Deserialize(file); if (loadedGameSettings != null) defaultInstance = loadedGameSettings; // Close the file file.Close(); } // if (file) // Save user settings file needSave = true; Save(); } // if (file.Length) else { // Else load everything into this class with help of the // XmlSerializer. GameSettings loadedGameSettings = (GameSettings)new XmlSerializer(typeof(GameSettings)). Deserialize(file); if (loadedGameSettings != null) defaultInstance = loadedGameSettings; // Close the file file.Close(); } // else } // Load()