public static void SaveGameState(int slot) { if (GameManager.isInMainMenuScene) { Debug.LogWarning("Cant save in main menu scene"); return; } Debug.Log("Saving game"); // TODO: pass in list of all currently loaded scenes // Scene[] allActiveLoadedScenes = SceneLoading.allCurrentLoadedScenes; // let everyone know we're saving if (onSaveGame != null) { onSaveGame(SceneLoading.currentLoadedScenes); } // TODO: make this the scene player is currently part of // keep track of the scene we were in when saving string playerScene = SceneLoading.playerScene; SystemTools.SaveToFile(new GameSaveStateInfo(playerScene), GetGameSaveInfoPath(slot)); SystemTools.SaveToFile(gameSaveState.saveState, GetGameSavePath(slot)); }
// call when we're done editng any settings, or when we're quittin ghte application public static void SaveSettingsOptions() { Debug.Log("Saving Settings"); // let everyone know we're saving settings if (onSaveSettingsOptions != null) { onSaveSettingsOptions(); } SystemTools.SaveToFile(settingsSaveState.saveState, GetGameSettingsOptionsPath()); }
public static void SaveGameState(int slot) { if (GameManager.isInMainMenuScene) { Debug.LogWarning("Cant save in main menu scene"); return; } Debug.Log("Saving game"); // keep track of the scene we were in when saving Scene currentScene = SceneLoading.currentScene; // let everyone know we're saving if (onSaveGame != null) { onSaveGame(currentScene); } SystemTools.SaveToFile(new GameSaveStateInfo(currentScene.name), GetGameSaveInfoPath(slot)); SystemTools.SaveToFile(gameSaveState.saveState, GetGameSavePath(slot)); }