void Start() { save = GameObject.Find ("SaveState").GetComponent<SaveState> (); if (save.loaded_data.lvl == 0) { GameObject.Find("ContinueButton").SetActive(false); } }
public void Save(int level, float animationSpeed = 1f, float delayScale = 1f) { _saveState = new SaveState { Started = false, Level = level, AnimationSpeed = animationSpeed, DelayScale = delayScale }; }
public static AbstractPhysicalObject Orig_AbstractPhysicalObjectFromString(World world, string str) { // Generating a trampoline may cause a segfault apofsDetour.Undo(); AbstractPhysicalObject ret = SaveState.AbstractPhysicalObjectFromString(world, str); apofsDetour.Apply(); return(ret); }
public void Save(SaveState state) { state.Resources.Add(new ResourceState() { Name = GetType().Name, Amount = Amount, IsVisible = IsVisible }); }
public void SyncState(Serializer ser) { SaveState.SyncObject(ser, this); for (int i = 0; i < 8; i++) { ser.BeginSection("sprite" + i.ToString()); SaveState.SyncObject(ser, sprites[i]); ser.EndSection(); } }
public void ReadSave(SaveState state) { int counter = state.Reader.ReadInt32(); for (int i = 0; i < counter; i++) { var guid = state.ReadIndexedGUID(); byte unknown = state.Reader.ReadByte(); } }
public bool CreateSaveState() { //SWITCH LOCATION FOR ACTUAL PLAYER LOCATION WHEN AVAILABLE SaveState toAdd = new SaveState("Save " + (int)(saves.Count + 1), SceneManager.GetActiveScene().buildIndex, remainingActions, playerReference.transform.position, InTimeVariables, intimeCountdownActive); saves.Add(toAdd); Debug.Log("Saved " + toAdd.ToString()); return(true); }
/// <summary> /// Invoked when this page will no longer be displayed in a Frame. /// This method calls <see cref="SaveState"/>, where all page specific /// navigation and process lifetime management logic should be placed. /// </summary> /// <param name="e">Event data that describes how this page was reached. The Parameter /// property provides the group to be displayed.</param> public void OnNavigatedFrom(NavigationEventArgs e) { var frameState = SuspensionManager.SessionStateForFrame(Frame); var pageState = new Dictionary <String, Object>(); SaveState?.Invoke(this, new SaveStateEventArgs(pageState)); frameState[_pageKey] = pageState; SystemNavigationManager.GetForCurrentView().AppViewBackButtonVisibility = CanGoBack() ? AppViewBackButtonVisibility.Visible : AppViewBackButtonVisibility.Collapsed; }
// Move this to a state saving manager or something? public void LoadGame(SaveState savedState) { SetGameReadyValues(); difficulty = savedState.difficulty; lang = savedState.language; score = savedState.score; lives = savedState.lives; holyWaters = savedState.holyWaters; LoadScene(savedState.level); }
public void SaveCurrentState() { print("Saving"); saveState = new SaveState(); saveState.GoldCount = GlobalVars.GoldCount; Application.LoadLevel("testScene"); }
public void UpdateProgress(SaveState state, float progress) { State = state; Progress = progress; if (OnProgress != null) { OnProgress(state, progress); } }
public static string Serialize<T>(SaveState toSerialize) { XmlSerializer xml = new XmlSerializer(typeof(SaveState)); /*FileStream fs = new FileStream(Application.dataPath + "/test.xml", FileMode.Create); xml.Serialize(fs, toSerialize); fs.Close();*/ StringWriter writer = new StringWriter(); xml.Serialize(writer, toSerialize); return writer.ToString(); }
/// <summary> /// Set the correct number of destroyed enemies for Quinn. /// </summary> private static void LoadDestroyedEnemies(SaveState state, Room room) { WorldObject destroyedEnemy = new BlankObject(Vector2.Zero, room); destroyedEnemy.SetEnemy(WorldObject.EnemyTypes.Plant, "ForestShroom"); for (int e = 0; e < state.EnemiesKilled; e++) { Map.EnemiesDefeated.Add(destroyedEnemy); } }
/// <summary> /// Invoked when this page will no longer be displayed in a Frame. /// This method calls <see cref="SaveState" />, where all page specific /// navigation and process lifetime management logic should be placed. /// </summary> /// <param name="e"> /// Event data that describes how this page was reached. The Parameter /// property provides the group to be displayed. /// </param> public virtual void OnNavigatedFrom(NavigationEventArgs e) { var frameState = GetSessionState(); var pageState = new Dictionary <string, object>(); //NOTE saving state of view model. UwpToolkitExtensions.ApplicationStateManager.OnSaveState(Page, pageState, e); SaveState?.Invoke(this, new SaveStateEventArgs(pageState)); frameState[_pageKey] = pageState; }
// load the game public void load() { // Do we have the save? if (PlayerPrefs.HasKey("save")) { state = OtherMethod.deserialize <SaveState>(PlayerPrefs.GetString("save")); } GameManager.instance.saveFile = state; }
protected override void OnDeactivated(object sender, EventArgs args) { AppMain.isForeground = false; if (SaveState.saveLater) { SaveState._saveFile((object)SaveState.save); } AppMain._am_sample_count = 2; }
public static void Load() { string path = Path.Combine(Application.persistentDataPath, "save.json"); string json = File.ReadAllText(path); SaveState saveState = JsonUtility.FromJson <SaveState>(json); SceneManager.LoadScene(saveState.sceneName); Vector3 playerPos = saveState.playerPos; float health = saveState.playerHealth; }
private static void SaveState_SessionEnded(On.SaveState.orig_SessionEnded orig, SaveState self, RainWorldGame game, bool survived, bool newMalnourished) { KarmaAppetite_ExtraInventory.SaveEnabled = survived; orig.Invoke(self, game, survived, newMalnourished); KarmaAppetite_ExtraInventory.SaveEnabled = true; if (!survived) { KarmaAppetite_ExtraInventory.Inventories.Clear(); } }
public IEnumerator Save() { while (true) { yield return(new WaitForSeconds(5)); Debug.Log("saving player data..."); SaveState.SavePlayer(this); } }
private void Apply(SaveState s) { if (s._frameState != null) { SelectedCHR0 = s._animation; CurrentFrame = s._frameIndex; SelectedBone = s._bone; chr0Editor.ApplyState(s); } }
public void SyncState(Serializer ser) { SaveState.SyncObject(ser, this); if (ser.IsReader) { UpdateBorder(); UpdatePins(); UpdateVideoMode(); } }
public IUserService CreateUserService(State currentState) { return(currentState switch { SaveState _ => new SaveContextUserService(storage), DefaultState _ => new RegistrationContextUserService(storage, logger), InitState _ => new InitUserService(storage), GetState _ => new GetContextUserService(storage), _ => throw new Exception($"{nameof(currentState)}:{currentState}") });
private async void tsbtnNew_Click(object sender, EventArgs e) { if (MessageBox.Show(I18n.Translate("Msg.DiscardChange"), "Clear workspace", MessageBoxButtons.YesNo) == DialogResult.Yes) { currentWorkspace = new SaveState(); await mainWebBrowser.BkyResetWorkspace(); updateTitleAndSaveBtn(); } }
private void Start() { if (!NewGame) { SaveState.LoadGame(); } enEscena = GameObject.FindGameObjectsWithTag("EnemigoMachete"). Concat(GameObject.FindGameObjectsWithTag("EnemigoRango"). Concat(GameObject.FindGameObjectsWithTag("EnemigoNormalCuchillo"). Concat(GameObject.FindGameObjectsWithTag("Pesado")))).ToArray(); }
public void Save() { if (PlayerPrefs.HasKey("Save")) { saveState = SaveReader.ReturnSave(); } FillItem(); PlayerPrefs.SetString("Save", SaveHelper.Serialize <SaveState>(saveState)); PlayerPrefs.SetString("Gun", SaveHelper.Serialize <bool[]>(gun)); PlayerPrefs.SetString("Body", SaveHelper.Serialize <bool[]>(body)); }
void Start() { save = GameObject.Find ("SaveState").GetComponent<SaveState> (); puzzlepiece = new bool[16]; for (int i = 1; i < puzzlepiece.Length; i++) { puzzlepiece[i] = false; } ReadSaveState (); OnEnable (); }
private void btn_save_Click(object sender, EventArgs e) { if (!Directory.Exists(SaveState.lollipop.results_folder)) { return; } string timestamp = SaveState.time_stamp(); ResultsSummaryGenerator.save_all(SaveState.lollipop.results_folder, timestamp); ((ProteoformSweet)MdiParent).save_all_plots(SaveState.lollipop.results_folder, timestamp); }
public void DeserializeStateObject(SaveState state) { int itemCount = state.ReadVariableLengthOffset(); for (int i = 0; i < itemCount; i++) { var newObj = state.DeserializeType <T>(); Add(newObj); } }
public int Load() { //if() { state = sm.Load(); nodes = new List <Node>(); PartsTypes = new List <PrefabType>(); Parts = new List <GameObject>(); for (int i = 0; i < state.node.Count; i++) { nodes.Add(state.node[i].ConvertToNode()); } MazeSize = state.levelSize; SaveManager.levelSize = state.levelSize; for (int i = 0; i < state.node.Count; i++) { GameObject tempObj = new GameObject(); switch (nodes[i].Type) { case (PrefabType.Part01): tempObj = Instantiate(Part01, nodes[i].transform.position, nodes[i].transform.rotation, Maze.transform); PartsTypes.Add(PrefabType.Part01); break; case (PrefabType.Part02): tempObj = Instantiate(Part02, nodes[i].transform.position, nodes[i].transform.rotation, Maze.transform); PartsTypes.Add(PrefabType.Part02); break; case (PrefabType.Part03): tempObj = Instantiate(Part03, nodes[i].transform.position, nodes[i].transform.rotation, Maze.transform); PartsTypes.Add(PrefabType.Part03); break; case (PrefabType.Part04): tempObj = Instantiate(Part04, nodes[i].transform.position, nodes[i].transform.rotation, Maze.transform); PartsTypes.Add(PrefabType.Part04); break; case (PrefabType.Part05): tempObj = Instantiate(Part05, nodes[i].transform.position, nodes[i].transform.rotation, Maze.transform); PartsTypes.Add(PrefabType.Part05); break; } tempObj.GetComponent <Renderer>().material = onMaze; Parts.Add(tempObj); } noOfParts = state.node.Count; mainCamera.orthographicSize = SaveManager.levelSize + 1; return(1); } //else }
private void AddState(SaveState state) { if (!AwaitingRedoSave) { AddUndo(state); } else { AddRedo(state); } }
public override void Update() { if (_lastState != _state) { _lastState = _state; SoundManager.PlaySoundEffect("menu_move"); SetSelectorPos(); } base.Update(); }
public static void Save(string filePath) { SaveState data = new SaveState(); Stream stream = File.Open(filePath, FileMode.Create); BinaryFormatter bformatter = new BinaryFormatter(); bformatter.Binder = new VersionDeserializationBinder(); bformatter.Serialize(stream, data); stream.Close(); }
void Start() { State = SaveSystem.LoadGame(); DescriptionText = transform.Find("Description").GetComponent <TextMeshProUGUI>(); TitleText = transform.Find("Title").GetComponent <Text>(); TitleText = transform.Find("Title").GetComponent <Text>(); DescriptionText.text = ""; TitleText.text = ""; }
internal void LastSaveToDB() { m_StartLastSaveResult = SaveState.Initial; if (m_LastSaveState != SaveState.Initial || m_CurrentDBSaveState == SaveState.Saving) { LogSys.Log(LOG_TYPE.ERROR, "Start LastSaveToDB failed because the previous operation is not finish"); m_StartLastSaveResult = SaveState.Failed; return; } m_StartLastSaveResult = SaveState.Success; m_LastSaveState = SaveState.Saving; m_CurrentDBSaveState = SaveState.Saving; m_NextSaveCount = c_UltimateSaveCount; SaveDirtyDataToDB(m_NextSaveCount, DataOpSystem.Instance.GlobalDBDataVersion); DataOpSystem.Instance.IncreaseGlobalDataVersion(); }
public void Save() { if (!CanExecuteSave) return; State = SaveState.Saving; TotalProgress = 0; CurrentFileProgress = 0; CurrentFileName = string.Empty; savedFile.Clear(); var mods = modules.ToArray(); new Thread(() => SaveAsync(mods)).Start(); }
public void Save() { if (!CanExecuteSave) return; State = SaveState.Saving; TotalProgress = 0; CurrentFileProgress = 0; CurrentFileName = string.Empty; savedFile.Clear(); var mods = modules.ToArray(); MmapUtils.DisableMemoryMappedIO(mods.Select(a => a.FileName)); new Thread(() => SaveAsync(mods)).Start(); }
public void CancelSave() { if (!IsSaving) return; var ms = moduleSaver; if (ms == null) return; State = SaveState.Canceling; ms.CancelAsync(); }
private void backgroundWorker1_RunWorkerCompleted(object sender, RunWorkerCompletedEventArgs e) { if (whenStarted.Ticks > 0) { TimeSpan ts = DateTime.Now.Subtract(whenStarted); this.RemuxProgressTimeTextBox.Text = "elapsed: " + ts.TotalSeconds.ToString("#.00") + " sec."; } RemuxButton.Text = "Remux"; InputFileBrowseButton.Enabled = true; OutputFileBrowseButton.Enabled = true; InputFileTextBox.Enabled = true; OutputFileTextBox.Enabled = true; FormatBox.Enabled = true; TsFormatRadioButton.Enabled = true; MKVFormatRadioButton.Enabled = true; DemuxFormatRadioButton.Enabled = true; cbxUseAsyncIO.Enabled = true; cbxBypassAudioProcessing.Enabled = true; EnableCbxMlp(); if (length > TimeSpan.Zero) { M2tsFormatRadioButton.Enabled = true; BluRayFormatRadioButton.Enabled = true; } Quit.Enabled = true; ElementaryStreamsListBox.Enabled = true; if (length > TimeSpan.Zero) EnableNumerics(); this.Cursor = Cursors.Default; state = SaveState.Remux; elmName = String.Empty; elmPid = 0; /*********** * some artifact of the remux process causes extreme performance degradation, IF * you just re-remux the same file over again. re-opening the input seems to * clear this condition. So here we force user to do that in order to re-remux */ if (InputFileTextBox.Text.Length > 0 && OutputFileTextBox.Text.Length > 0) RemuxButton.Enabled = true; else RemuxButton.Enabled = false; // * *********/ //RemuxButton.Enabled = false; if (e.Error != null) MessageBox.Show(e.Error.Message + "\n" + e.Error.StackTrace); }
/** * Produces a singleton on awake */ public override void Start() { if (state == null) { DontDestroyOnLoad(gameObject); state = this; } else if (state != this) { Destroy(gameObject); } state.resourceBuildings = new Dictionary<Tuple, ResourceBuilding>(); state.decorativeBuildings = new Dictionary<Tuple, DecorativeBuilding>(); state.residenceBuildings = new Dictionary<Tuple, ResidenceBuilding>(); buildingInformationManager = new BuildingInformationManager(); woolyBeans = 0; poofLimit = 0; }
private void init() { InitializeComponent(); inFile = null; length = new TimeSpan(); pidList = new List<ushort>(); pidsToKeep = new List<ushort>(); OutputFileBrowseButton.Enabled = false; RemuxButton.Enabled = false; OpenOutputFileDialog.OverwritePrompt = false; DisableNumerics(); RemuxButton.Text = "Remux"; AssemblyName an = Assembly.GetExecutingAssembly().GetName(); this.Text = an.Name + " v." + an.Version.ToString(4) + " by dmz, modified by spacecat56 and hobBIT"; state = SaveState.Remux; elmName = string.Empty; elmPid = 0; supPresent = false; supFile = null; // hobBIT _bAutoFilled = false; _LogAddons = new ArrayList(); }
private void DemuxSup_Click(object sender, EventArgs e) { state = SaveState.DemuxSup; SaveElementaryStream.ShowDialog(); }
private void LoadSaveStateFiles() { saveSlots = new SaveState[10]; for (int i = 0; i < 10; i++) { if (File.Exists(Path.Combine(config["savestateDir"], cpu.rom.fileName + ".s" + i.ToString("D2")))) { FileStream stream = new FileStream(Path.Combine(config["savestateDir"], cpu.rom.fileName + ".s" + i.ToString("D2")), FileMode.Open, FileAccess.Read, FileShare.Read); SaveState newstate = new SaveState(); byte[] buffer = new byte[stream.Length]; stream.Read(buffer, 0, (int)stream.Length); newstate.stateStream = new MemoryStream(buffer); newstate.isStored = true; saveSlots[i] = newstate; stream.Close(); } } }
void SaveAsync(SaveModuleOptionsVM[] mods) { try { moduleSaver = new ModuleSaver(mods); moduleSaver.OnProgressUpdated += moduleSaver_OnProgressUpdated; moduleSaver.OnLogMessage += moduleSaver_OnLogMessage; moduleSaver.OnWritingFile += moduleSaver_OnWritingFile; moduleSaver.SaveAll(); AsyncAddMessage("All files written to disk.", false, false); } catch (TaskCanceledException) { AsyncAddMessage("Save was canceled by user.", true, false); } catch (UnauthorizedAccessException ex) { AsyncAddMessage(string.Format("Access error: {0}", ex.Message), true, false); } catch (IOException ex) { AsyncAddMessage(string.Format("File error: {0}", ex.Message), true, false); } catch (Exception ex) { AsyncAddMessage(string.Format("An exception occurred\n\n{0}", ex), true, false); } moduleSaver = null; ExecInOldThread(() => { CurrentFileName = string.Empty; State = SaveState.Saved; }); }
// Save State private void setSaveState(SaveState saveState) { if (saveState == SaveState.INITIAL) { // Change menu items saveToolStripMenuItem.Enabled = false; // saveAsToolStripMenuItem.Enabled = false; } else if(saveState == SaveState.UNSAVED) { // Change menu items saveToolStripMenuItem.Enabled = false; saveAsToolStripMenuItem.Enabled = true; } else if(saveState == SaveState.SAVED) { // Change menu items saveToolStripMenuItem.Enabled = true; saveAsToolStripMenuItem.Enabled = true; } }
public void SaveNextState() { if (saveStates.Count > 1000) saveStates.RemoveAt(0); SaveState nextState = new SaveState(); nextState.enemies = new List<Enemy>(); nextState.towers = new List<Tower>(); nextState.counter = this.updateCounter; if (this.wave != null) { nextState.wave = new Wave(this.wave.Enemy,0); for (int i = 0; i < this.wave.Enemies.Count; i++) { nextState.wave.Enemies.Push(this.wave.Enemies.Peek().Clone()); } } for (int i = 0; i < this.Towers.Count; i++) { nextState.towers.Add(this.Towers[i]); } for (int i = 0; i < this.Enemies.Count; i++) { Enemy temp = this.Enemies[i]; Enemy enemy = new Enemy(temp.MaxHealth, temp.Speed, temp.Type, temp.Gold, temp.Location); enemy.Health = temp.Health; nextState.enemies.Add(enemy); } nextState.score = this.Score; nextState.money = this.Money; saveStates.Add(nextState); }
public static void DisplaySaveState(SaveState state){ Instance.ShowCanvas(Instance.currentState.GetComponent<CanvasGroup>(), true); Image currentStateImage = Instance.currentState.GetComponent<Image>(); currentStateImage.color = Color.white; switch(state){ case SaveState.open: currentStateImage.sprite = instance.SSopen; break; case SaveState.saved: currentStateImage.sprite = instance.SSsaved; break; case SaveState.loaded: currentStateImage.sprite = instance.SSloaded; break; case SaveState.savedOnline: currentStateImage.sprite = instance.SSonline; break; case SaveState.loadOnline: currentStateImage.sprite = instance.SSonline; currentStateImage.color = Color.green; break; } }
public void LoadPreviousState() { if (saveStates.Count == 0) return; SaveState previousState = new SaveState(); previousState = this.saveStates[saveStates.Count - 1]; this.Money = previousState.money; this.Score = previousState.score; this.Towers = new List<Tower>(); this.Enemies = new List<Enemy>(); this.updateCounter = previousState.counter; if (previousState.wave != null) { this.wave = new Wave(previousState.wave.Enemy, 0); for (int i = 0; i < previousState.wave.Enemies.Count; i++) { this.wave.Enemies.Push(previousState.wave.Enemies.Peek().Clone()); } } for (int i = 0; i < previousState.towers.Count; i++) this.Towers.Add(previousState.towers[i]); for (int i = 0; i < previousState.enemies.Count; i++) { Enemy temp = previousState.enemies[i]; Enemy enemy = new Enemy(temp.MaxHealth, temp.Speed, temp.Type, temp.Gold, temp.Location); enemy.Castle = this.castle; enemy.Health = temp.Health; enemy.Map = this; this.Enemies.Add(enemy); } this.saveStates.RemoveAt(saveStates.Count - 1); }
internal void Tick() { try { long curTime = TimeUtility.GetLocalMilliseconds(); if (m_LastTickTime + m_SaveDataToDBInterval < curTime) { m_LastTickTime = curTime; if (m_NextSaveCount != c_UltimateSaveCount && m_CurrentDBSaveState != SaveState.Saving) { m_CurrentDBSaveState = SaveState.Saving; SaveDirtyDataToDB(m_NextSaveCount, DataOpSystem.Instance.GlobalDBDataVersion); DataOpSystem.Instance.IncreaseGlobalDataVersion(); m_NextSaveCount++; } } if (curTime - m_LastCheckTime > c_SaveDataFinishInterval) { m_LastCheckTime = curTime; if (m_CurrentDBSaveState == SaveState.Saving) { int unfinishedCount = 0; int failedCount = 0; foreach (var pair in m_CurrentSaveCounts) { int saveCount = pair.Value; if (saveCount == c_InitialSaveCount) { unfinishedCount++; } else if (saveCount == c_FailedSaveCount) { failedCount++; } } if (unfinishedCount == 0) { //存储DB操作完成 if (failedCount == 0) { m_CurrentDBSaveState = SaveState.Success; //存储DB操作成功 } else { m_CurrentDBSaveState = SaveState.Failed; //存储DB操作有失败 } LogSys.Log(LOG_TYPE.MONITOR, "SaveDirtyDataToDB finished. Result:{0}, NextSaveCount:{1}, CurrentSaveCounts:{2}, FailedCount:{3}", m_CurrentDBSaveState, m_NextSaveCount, m_CurrentSaveCounts.Count, failedCount); } } if (m_LastSaveState == SaveState.Saving && m_NextSaveCount == c_UltimateSaveCount) { //最后一次存储结果 if (m_CurrentDBSaveState == SaveState.Success) { m_LastSaveState = SaveState.Success; LogSys.Log(LOG_TYPE.INFO, "LastSaveFinished Result:{0}", m_LastSaveState); } else if (m_CurrentDBSaveState == SaveState.Failed) { m_LastSaveState = SaveState.Failed; LogSys.Log(LOG_TYPE.INFO, "LastSaveFinished Result:{0}", m_LastSaveState); } } } } catch (Exception ex) { LogSys.Log(LOG_TYPE.ERROR, "DataCacheSystem ERROR:{0} \n StackTrace:{1}", ex.Message, ex.StackTrace); } }
public void copy(SaveState save) { canJump = save.canJump; canSword = save.canSword; canBow = save.canBow; switchesActivated = new List<string>(save.switchesActivated); requiredEnemyKills = new List<string>(save.requiredEnemyKills); lastMap = save.lastMap; lastDoor = save.lastDoor; }
public void saveClose() { gameState.changeLvl(false, map.tiles, this, map.entx, map.enty, map.exx, map.exy, true); SaveState tosave = new SaveState(gameState, player); IFormatter serializer = new BinaryFormatter(); Stream save = new FileStream(Globals.SAVE, FileMode.Create, FileAccess.Write, FileShare.None); serializer.Serialize(save, tosave); save.Close(); Environment.Exit(0); }