public void Load() //загрузить { _State = State.Loading; SaveConfigList saves = _ioController.Load(); _sceneController.Load(saves, gameConfig.unitSpawnDelay); }
public void TestSaveLoad() { string str1 = "hello"; string str2 = "word"; List <string> buff = new List <string>(); buff.Add(str1); buff.Add(str2); IOController.SerializeTo(@"../../test.xml", buff); List <string> l = IOController.Load(@"../../test.xml"); Assert.IsTrue(l[0] == str1 && l[1] == str2); }
/// <summary> /// This function Connects to Database and Loads Requests. /// </summary> /// <returns>If Connected true.</returns> public static bool ConnectLoad() { Console.WriteLine("Connecting..."); if (DBUtils.TryConnect()) { Console.WriteLine("Connected!"); Requests = IOController.Load(); Thread.Sleep(1000); return(true); } else { Console.WriteLine("Can't connect to server!"); Thread.Sleep(1000); return(false); } }
public GameObject scfa; // not needed on //Todo make field change an event void Awake() { // if loaded through game scene, load save file 0, not needed on release if (GameStateController.playerController == null) { if (SceneFader.Instance == null) { // TODO was there a plan for sf after creating it, if not no need for container sf GameObject sf = Instantiate(scfa) as GameObject; } IOController ioc = new IOController(); ioc.Load(); } statsDisplayManager = GameObject.Find("Statistics").GetComponent <StatsDisplayView>(); EnemyView[] views = enemyPositions.GetComponentsInChildren <EnemyView>(); GameStateController.enemiesController.SetEnemyViews(views); }