/// <summary> /// The Method to load the Achievements. The Achievements file has to be at %USERPROFILE%\Saved Games\Singularity\Achievements. If no one like this exists /// it will just create a new one. /// </summary> internal void LoadAchievements() { var achievements = XSerializer.Load(@"Achievements.xml", true); if (achievements.IsPresent()) { mAchievements = (AchievementInstance)achievements.Get(); } else { mAchievements = new AchievementInstance(); } mAchievements.LoadToStatic(); }
private void LoadConfig() { var configuration = XSerializer.Load(@"Config.xml", true); if (configuration.IsPresent()) { mInstance = (GlobalVariablesInstance)configuration.Get(); } else { mInstance = new GlobalVariablesInstance(); } mInstance.LoadToStatic(); }
/// <summary> /// Updates the state of the LoadGameManager and changes to the game if the conditions are met. /// by the stack screen manager /// </summary> /// <param name="gametime"></param> public void Update(GameTime gametime) { if (mGameLoaded) { mGameLoaded = false; } if (sResolutionChanged) { sResolutionChanged = false; } switch (sPressed) { case "None": return; case "Skirmish": mLevel = new Skirmish(mGraphics, ref mDirector, mContent, mScreenManager, LevelType.Skirmish); mGameScreen = mLevel.GameScreen; mUi = mLevel.Ui; mNewGame = true; break; case "TechDemo": mLevel = new TechDemo(mGraphics, ref mDirector, mContent, mScreenManager, LevelType.Techdemo); mGameScreen = mLevel.GameScreen; mUi = mLevel.Ui; mNewGame = true; break; case "Tutorial": mLevel = new Tutorial(mGraphics, ref mDirector, mContent, mScreenManager, LevelType.Tutorial); mGameScreen = mLevel.GameScreen; mUi = mLevel.Ui; mNewGame = true; break; case "Save1": mName = XSerializer.GetSaveNames()[0]; break; case "Save2": mName = XSerializer.GetSaveNames()[1]; break; case "Save3": mName = XSerializer.GetSaveNames()[2]; break; case "Save4": mName = XSerializer.GetSaveNames()[3]; break; case "Save5": mName = XSerializer.GetSaveNames()[4]; break; case "ReturnToMainMenu": int width; int height; if (GlobalVariables.IsFullScreen) { width = mGame.mGraphicsAdapter.CurrentDisplayMode.Width; height = mGame.mGraphicsAdapter.CurrentDisplayMode.Height; } else { width = GlobalVariables.ResolutionList[GlobalVariables.ChosenResolution].Item1; height = GlobalVariables.ResolutionList[GlobalVariables.ChosenResolution].Item2; } mScreenManager.AddScreen(new MainMenuManagerScreen(screenResolution: new Vector2(width, height), screenManager: mScreenManager, director: ref mDirector, showSplash: false, game: mGame)); break; default: throw new InvalidGenericArgumentException( "Somehow the LoadGameManagerScreen was assigned to a button that he should not have been assigned to. Cannot handle" + "this State"); } //This means a save has to be loaded if (mName != "") { var levelToBe = XSerializer.Load(mName, false); if (levelToBe.IsPresent()) { mLevel = (ILevel)levelToBe.Get(); mLevel.ReloadContent(mContent, mGraphics, ref mDirector, mScreenManager); mGameScreen = mLevel.GameScreen; mUi = mLevel.Ui; //Remove all screens above this screen, of course this only works if this screen is really on the bottom of the stack for (var i = mScreenManager.GetScreenCount() - 1; i > 1; i--) { mScreenManager.RemoveScreen(); } mScreenManager.AddScreen(mGameScreen); mScreenManager.AddScreen(mUi); mDirector.GetStoryManager.SetScreenManager(mScreenManager); mGameLoaded = true; mName = ""; GlobalVariables.mGameIsPaused = false; } } else if (mNewGame) { //Remove all screens above this screen, of course this only works if this screen is really on the bottom of the stack for (var i = mScreenManager.GetScreenCount() - 1; i > 0; i--) { mScreenManager.RemoveScreen(); } mScreenManager.AddScreen(mGameScreen); mScreenManager.AddScreen(mUi); mGameLoaded = true; mNewGame = false; GlobalVariables.mGameIsPaused = false; } sPressed = "None"; }