public void Load() { string GameName = "SavedGames" + "/SavedGame.dat"; FileStream file = new FileStream(GameName, FileMode.Open); BinaryFormatter bf = new BinaryFormatter(); Game g = GetComponent <Game>(); Dictionary <string, object> o = (Dictionary <string, object>)bf.Deserialize(file); //GAMEDATA g.Data = (GameData)o["gamedata"]; //TEAMS List <TeamData> teams = (List <TeamData>)o["teams"]; Transform map = transform.Find("Map"); Team[] ta = map.GetComponentsInChildren <Team>(); //save each team data // TODO: Create Teams from scratch, setup prefabs depending on team ID for (int i = 0; i < g.Data.NumTeams; i++) { ta[i].Data = teams[i]; ta[i].Clear(); } // SELECTABLES List <object> sels = (List <object>)o["selectables"]; BuildMan bm = GetComponent <BuildMan>(); foreach (List <object> d in sels) { bm.BuildFromData(d); } }
// Use this for initialization void Start() { Limits = GetComponent <LimitsMan>(); Builder = GetComponent <BuildMan>(); MyTeam = GetComponent <Team>(); //StartCoroutine("BuildArmy"); InvokeRepeating("CheckBuild", 1, DelayBetweenBuilds); }