private void Load() { byte[] save = File.ReadAllBytes(GameStateModel.GetSaveLocation(selectedPath)); byte[] meta = File.ReadAllBytes(GameStateModel.GetSaveMetaLocation(selectedPath)); inst_boot.RebootGameWithData(GameStateModel.Deserialize <GameStateModel>(save), GameStateModel.Deserialize <GameStateModel.SaveMeta>(meta)); }
private void Load() { if (checkDialog.IsOpen) { checkDialog.CloseDialog(); } byte[] save = File.ReadAllBytes(GameStateModel.GetSaveLocation(selectedPath)); byte[] meta = File.ReadAllBytes(GameStateModel.GetSaveMetaLocation(selectedPath)); //TODO : Bootstrap 같은 형식으로 Boot 클래스가 필요함. BootstrapManager.getInstance().RebootGameWithData(GameStateModel.Deserialize <GameStateModel>(save), GameStateModel.Deserialize <GameStateModel.SaveMeta>(meta)); CloseMenu(); }
private GameStateModel.SaveMeta CheckMetaFile(string name) { string path = GameStateModel.GetSaveMetaLocation(name); byte[] metaData = null; try { metaData = File.ReadAllBytes(path); return(GameStateModel.Deserialize <GameStateModel.SaveMeta>(metaData)); } catch { return(null); } }
void Awake() { bool file01 = File.Exists(GameStateModel.GetSaveMetaLocation(SaveLoadConst.FILE01NAME)); bool file02 = File.Exists(GameStateModel.GetSaveMetaLocation(SaveLoadConst.FILE02NAME)); bool file03 = File.Exists(GameStateModel.GetSaveMetaLocation(SaveLoadConst.FILE03NAME)); continueAvailable = file01 || file02 || file03; if (continueAvailable) { ContinueAvailable(); } else { BrandNewStart(); } }