public static void LoadVehicle() { if (File.Exists("./scripts/CWDM/SaveGame/Vehicle.sav")) { PlayerVehicle.PlayerVehicleCollection = ReadFromBinaryFile <VehicleCollection>("./scripts/CWDM/SaveGame/Vehicle.sav"); if (PlayerVehicle.PlayerVehicleCollection.Count > 0) { List <VehicleData> vehicleDatas = PlayerVehicle.PlayerVehicleCollection.ToList(); if (Character.playerVehicle != null) { Blip blip = Character.playerVehicle.CurrentBlip; blip.Remove(); Character.playerVehicle.MarkAsNoLongerNeeded(); Character.playerVehicle.Delete(); } foreach (VehicleData vehicleData in vehicleDatas) { PlayerVehicle.LoadVehicleFromVehicleData(vehicleData); } Blip blip2 = Character.playerVehicle.AddBlip(); blip2.Sprite = BlipSprite.GetawayCar; blip2.Color = BlipColor.Green; blip2.Name = "Personal Vehicle"; UI.Notify("~o~Personal Vehicle ~w~loaded!"); } else { UI.Notify("~o~Personal Vehicle ~w~load failed!"); } } else { UI.Notify("No ~o~Personal Vehicle ~w~available to load!"); } }
public static void SaveVehicle() { if (Character.playerVehicle != null) { for (int i = 0; i < PlayerVehicle.PlayerVehicleCollection.Count; i++) { PlayerVehicle.PlayerVehicleCollection.RemoveAt(i); } PlayerVehicle.AddVehicleData(Character.playerVehicle); try { WriteToBinaryFile("./scripts/CWDM/SaveGame/Vehicle.sav", PlayerVehicle.PlayerVehicleCollection); UI.Notify("~o~Personal Vehicle~w~ saved!"); } catch (Exception x) { Debug.Log(x.ToString()); } } else { UI.Notify("You don't have a ~o~Personal Vehicle~w~ to save!"); } }