public static void SaveGame(Chandli player, string path) { BinaryFormatter formatter = new BinaryFormatter(); FileStream stream = new FileStream(path, FileMode.Create); GameData gameData = new GameData(player); formatter.Serialize(stream, gameData); stream.Close(); }
public GameData(Chandli player) { if (player.mFullHealth != -1) { CurrentScene = SceneManager.GetActiveScene().name; position = new float[3]; position[0] = player.SpawnPosition.x; position[1] = player.SpawnPosition.y; position[2] = player.SpawnPosition.z; numOfNPC = GameInformation.NPCData.Count; numOfLocks = GameInformation.ObjectLocks.Count; locked = new bool[GameInformation.NPCData.Count]; hasBeenTalkedTo = new bool[GameInformation.NPCData.Count]; missionSuccesful = new bool[GameInformation.NPCData.Count]; tolerance = new int[GameInformation.NPCData.Count]; index = new int[GameInformation.NPCData.Count]; lockIndex = new int[GameInformation.ObjectLocks.Count]; lockLocked = new bool[GameInformation.ObjectLocks.Count]; for (int i = 0; i < GameInformation.NPCData.Count; i++) { locked[i] = GameInformation.NPCData[i].locked; hasBeenTalkedTo[i] = GameInformation.NPCData[i].hasBeenTalkedTo; missionSuccesful[i] = GameInformation.NPCData[i].missionSuccesful; tolerance[i] = GameInformation.NPCData[i].tolerance; index[i] = GameInformation.NPCData[i].index; } for (int i = 0; i < GameInformation.ObjectLocks.Count; i++) { lockLocked[i] = GameInformation.ObjectLocks[i].locked; lockIndex[i] = GameInformation.ObjectLocks[i].index; } } else { CurrentScene = "Intro"; position = null; } }
public static void SavePlayer(Chandli player) { }