/// <summary> /// Load a game from a provided string /// </summary> /// <param name="save"> Serialization string of the saved gameObject</param> public static void LoadFromString(string save) { bool fromNone = false; if (_saveName == "None") { _saveName = "Default"; fromNone = true; } if (!string.IsNullOrEmpty(saveName)) { _saveName = saveName; } #if UNITY_EDITOR if (fromNone) { NewGame(); } #endif JSONLevelSerializer.Deserialize(save); #if UNITY_EDITOR lastSave = save; #endif instance.Refresh(); }
/// <summary> /// Load a game /// </summary> /// <param name="saveName"> The name of the "file" you want to load, will load the default or currently loaded "file" if left blank</param> public static void Load(string saveName = "") { bool fromNone = false; if (_saveName == "None") { _saveName = "Default"; fromNone = true; } if (!string.IsNullOrEmpty(saveName)) { _saveName = saveName; } if (UnityEngine.PlayerPrefs.HasKey(_saveName)) { #if UNITY_EDITOR if (fromNone) { NewGame(); } #endif string save = UnityEngine.PlayerPrefs.GetString(_saveName); JSONLevelSerializer.Deserialize(save); #if UNITY_EDITOR lastSave = save; if (lastSave == "") { //Prevents "value not used" prompt. The value lastSave is used in the Editor Script. } #endif } else { NewGame(); } instance.Refresh(); }