// ========= PUBLIC METHODS ========= // Attempts a continuation save and warns player if it isn't successful - returns true if successful, false otherwise public bool ContinuationSave() { if (!persistenceController.SaveGame(null)) { warningType = SaveLoadType.CONTINUATION_SAVE; OpenWarningDialogue(); return(false); } else { // Prepare a string for player prefs describing the continuation status for the current player string gameStatus; ScoreMode scoreMode; if (CurrentGameStatus == GameStatus.PLAYING) { gameStatus = "Game in progress (Current score: "; scoreMode = ScoreMode.INTERIM; } else { gameStatus = "Game ended (Final score: "; scoreMode = ScoreMode.FINAL; } int[] score = scoreController.CalculateScore(scoreMode); PlayerPrefs.SetString("Player" + PlayerPrefs.GetInt("CurrentPlayer") + "Status", gameStatus + score[0] + " of a possible " + score[1] + " in " + Turns + " turn" + (Turns != 1 ? "s)" : ")")); return(true); } }
public void SaveAndExitGame() { PersistenceController.SaveGame(); #if UNITY_EDITOR UnityEditor.EditorApplication.isPlaying = false; #else Application.Quit(); #endif }