private void Load() { GameData data = SaveWorker.Load(); savedData = data; LoadData(); }
public AsyncSaveModel() : base("Save Model", "SaveGSA", "Saves your GSA model from this parametric nightmare", Ribbon.CategoryName.Name(), Ribbon.SubCategoryName.Cat0()) { BaseWorker = new SaveWorker(); this.Hidden = true; } // sets the initial state of the component to hidden
protected override void SaveWorkerDoWork(object sender, DoWorkEventArgs e) { var i = 0; SaveWorker.ReportProgress(i++, Visibility.Visible); Thread.Sleep(Delay); SaveWorker.ReportProgress(i++, Visibility.Visible); Thread.Sleep(Delay); SaveWorker.ReportProgress(i++, Visibility.Visible); Thread.Sleep(Delay); SaveWorker.ReportProgress(i++, Visibility.Visible); Thread.Sleep(Delay); SaveWorker.ReportProgress(i++, Visibility.Visible); Thread.Sleep(Delay); SaveWorker.ReportProgress(i++, Visibility.Visible); Thread.Sleep(Delay); SaveWorker.ReportProgress(i++, Visibility.Visible); Thread.Sleep(Delay); SaveWorker.ReportProgress(i++, Visibility.Visible); Thread.Sleep(Delay); SaveWorker.ReportProgress(i++, Visibility.Visible); Thread.Sleep(Delay); SaveWorker.ReportProgress(i++, Visibility.Visible); Thread.Sleep(Delay); SaveWorker.ReportProgress(i++, Visibility.Visible); Thread.Sleep(Delay); SaveWorker.ReportProgress(i++, Visibility.Visible); Thread.Sleep(Delay); SaveWorker.ReportProgress(i++, Visibility.Visible); Thread.Sleep(Delay); SaveWorker.ReportProgress(i++, Visibility.Visible); Thread.Sleep(Delay); SaveWorker.ReportProgress(i++, Visibility.Visible); }
private bool saveAll() { setState(false); status.Content = "Saving..."; progress.Visibility = Visibility.Visible; // saveTask = new SaveWorker(); saveTask.NpcMgr = npcMgr; saveTask.ItemMgr = itemMgr; saveTask.ScriptMgr = scriptMgr; saveTask.OnStatusChanged += saveTask_OnStatusChanged; saveTask.OnComplete += saveTask_OnComplete; saveTask.Run(saveTask_Progress); return(true); }
private void Start() { currentScene = SceneManager.GetActiveScene().name; healthController = healthControllerContainer.GetComponent <HealthController>(); moneySystem = moneySystemContainer.GetComponent <MoneySystem>(); questManager = questContainer.GetComponent <QuestManager>(); menu = menuContainer.GetComponent <PauseMenuScript>(); blacksmith = blacksmithContainer.GetComponent <BlacksmithController>(); if (SaveWorker.SaveExists() && PlayerPrefs.GetString("newGame") == "false") { Load(); } if (currentScene == "FirstScene") { PlayerPrefs.SetString("newGame", "false"); } Save(); }
public void Save() { var data = new GameData(); data.currentScene = currentScene; //reseltion etc if (PlayerPrefs.HasKey("Volume")) { data.volume = PlayerPrefs.GetFloat("Volume"); } if (PlayerPrefs.HasKey("isFullscreen")) { if (PlayerPrefs.GetString("isFullscreen") == "False") { data.isFullScreen = false; } else { data.isFullScreen = true; } } if (PlayerPrefs.HasKey("ResolutionIndex")) { data.resolution = PlayerPrefs.GetInt("ResolutionIndex"); } //health data.health = healthController.currentHealth; data.healthPotions = healthController.potions; data.maxHealth = healthController.MaxHealth; //money data.coins = moneySystem.coins; //quest var quest = questManager.quest; data.Description = quest.Description; data.Reward = quest.Reward; data.KillCounter = quest.KillCounter; data.KillGoal = quest.KillGoal; data.KillType = quest.KillType; data.ArriveType = quest.ArriveType; data.UseType = quest.UseType; data.TalkType = quest.TalkType; data.Finished = quest.Finished; switch (quest.Type) { case QuestGoal.USE: data.Type = 0; break; case QuestGoal.KILL: data.Type = 1; break; case QuestGoal.ARRIVE: data.Type = 2; break; case QuestGoal.TALK: data.Type = 3; break; } //king barriers var ks = king != null?king.GetComponent <KingScript>() : null; if (ks != null) { data.questPart = ks.questPart; } else if (savedData != null) { data.questPart = savedData.questPart; } //armour data.armour = blacksmith.slider.value; SaveWorker.SaveGame(data); }