public bool LoadSceneMap(string filePath) { TBWriter.Info4("Loading SceneMap file [" + filePath + "] ..."); if (!File.Exists(filePath)) { TBWriter.Error("SceneMap file [" + filePath + "] doesn't exist"); return(false); } FileStream fs = File.Open(filePath, FileMode.Open, FileAccess.Read); XmlSerializer serializer = new XmlSerializer(typeof(SceneNode[])); SceneNode[] tempNodeArray = (SceneNode[])serializer.Deserialize(fs); fs.Close(); this.nodesList.Clear(); foreach (SceneNode node in tempNodeArray) { this.nodesList.Add(node.Name, node); } this.sceneMapfile = filePath; TBWriter.Info4("SceneMap loaded successfully"); return(true); }
public void SaveScenenNodeList(string filePath) { TBWriter.Info4("Saving ScenenNodeList ..."); XmlSerializer serializer; FileStream fs = File.Open(filePath, FileMode.Create); serializer = new XmlSerializer(typeof(SceneNode[])); serializer.Serialize(fs, sceneNodes.ToArray()); fs.Close(); TBWriter.Info2("Saved SceneNodeList in " + filePath); }
public bool SaveSceneMap(string filePath) { TBWriter.Info4("Saving SceneMap ..."); XmlSerializer serializer; FileStream fs = File.Open(filePath, FileMode.Create); serializer = new XmlSerializer(typeof(SceneNode[])); serializer.Serialize(fs, nodesList.Values.ToArray()); fs.Close(); TBWriter.Info4("SceneMap saved in " + filePath); return(true); }