private void autosave() { //Debug.Log("autosaving"); SavedState autosave = new SavedState(); autosave.setFromGameManager(); // autosave.name = "autosave"; autosave.players = tm.currentState(); autosave.objectives = objmanager.currentState(); autosave.checkPoint = checkpointManager.GetCheckPoint(this); autosave.date = System.DateTime.Now.ToString(); autosave.saveSlot = 6; if (finalCheckpoint && objmanager.LevelComplete()) { autosave.level++; autosave.checkPoint = 0; } SaveLoad.Save(autosave, 6); gm.autosave = autosave; }
public void SaveGame(int slot) { //Debug.Log("in save game"); // saveScreen.enabled = false; SavedState toSave = new SavedState(); toSave.setFromGameManager(); toSave.players = tm.currentState(); toSave.objectives = objmanager.currentState(); toSave.checkPoint = checkpoint; toSave.saveSlot = slot; toSave.level = gm.level; toSave.date = System.DateTime.Now.ToString(); if (finalCheckpoint && objmanager.LevelComplete()) { toSave.level++; toSave.checkPoint = 0; } SaveLoad.Save(toSave, slot); SaveLoad.setSaveButton(slots[slot - 1]); SavedSuccessfully(); }