/// <summary> /// Loads the game settings from a certain file /// </summary> /// <param name="extension">The extension where the desired settings are saved</param> /// <returns>The certain game settings at a specific location</returns> public static GameSettings LoadGameSettings(string extension) { // Get a default settings in case none exists GameSettings data = new GameSettings(); // If a file exists Debug.Log(settingsDataPath + extension); if (File.Exists(settingsDataPath + extension)) { // Open the file and get all the data from the file to load BinaryFormatter bf = new BinaryFormatter(); FileStream file = File.Open(settingsDataPath + extension, FileMode.Open); data = (GameSettings)bf.Deserialize(file); file.Close(); return(data); } // No file exists, so save the default data else { SaveManager.SaveGameSettings(data, extension); return(data); } }
void Start() { if (fileName == "") { return; } GameSettings g = new GameSettings(); g.Type = type; g.TimeLimitEnabled = timeLimitEnabled; g.TimeLimit = (timeLimit == 0 ? Mathf.Infinity : timeLimit); g.KillLimit = (killLimit == 0 ? Mathf.Infinity : killLimit); g.StockLimit = (stockLimit == 0 ? Mathf.Infinity : stockLimit); g.ArrowLimit = (arrowLimit == 0 ? Mathf.Infinity : arrowLimit); g.DamageModifier = damageModifier; g.GravityModifier = gravityModifier; g.SpeedModifier = speedModifier; g.TokenSpawnFreq = tokenSpawnFreq; g.PlayerSpawnFreq = playerSpawnFreq; enabledTokens = new Dictionary <Enums.Tokens, Enums.Frequency>(); for (int i = 0; i < tokens.Count; i++) { enabledTokens.Add(tokens[i], freqs[i]); } g.EnabledTokens = enabledTokens; g.DefaultTokens = defaultTokens; // Save the settings SaveManager.SaveGameSettings(g, fileName + ".dat"); }