Exemplo n.º 1
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        /// <summary>
        /// Tries to load the inventory if a file is present
        /// </summary>
        public virtual void LoadSavedInventory()
        {
            SerializedInventory serializedInventory = (SerializedInventory)MMSaveLoadManager.Load(typeof(SerializedInventory), gameObject.name + _saveFileExtension, _saveFolderName);

            ExtractSerializedInventory(serializedInventory);
            MMInventoryEvent.Trigger(MMInventoryEventType.InventoryLoaded, null, this.name, null, 0, 0);
        }
Exemplo n.º 2
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    /// <summary>
    /// Tries to load the currency if a file is present
    /// </summary>
    public virtual void LoadSavedCurrency()
    {
        SerializedCurrency serializedCurrency = (SerializedCurrency)MMSaveLoadManager.Load(typeof(SerializedCurrency), _saveFileNameCurrency + _saveFileExtensionCurrency, _saveFolderName);

        ExtractSerializedCurrency(serializedCurrency);
        CorgiEngineEvent.Trigger(CorgiEngineEventTypes.LoadPoints);
    }
Exemplo n.º 3
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    /// <summary>
    /// Saves the achievements current status to a file on disk
    /// </summary>
    public void SaveUpgrades()
    {
        SerializedUpgradeManager serializedUpgrade = new SerializedUpgradeManager();

        FillSerializedUpgrades(serializedUpgrade);
        MMSaveLoadManager.Save(serializedUpgrade, _saveFileNameUpgrades + _saveFileExtensionUpgrades, _saveFolderName);
    }
Exemplo n.º 4
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    //Save / Serialize

    /// <summary>
    /// Saves the currency to a file
    /// </summary>
    public virtual void SaveCurrency()
    {
        SerializedCurrency serializedCurrency = new SerializedCurrency();

        FillSerializedCurrency(serializedCurrency);
        MMSaveLoadManager.Save(serializedCurrency, _saveFileNameCurrency + _saveFileExtensionCurrency, _saveFolderName);
    }
Exemplo n.º 5
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    public virtual void SaveIntroScene()
    {
        SerializedIntro serializedIntro = new SerializedIntro();

        FillSerializedIntroScene(serializedIntro);
        MMSaveLoadManager.Save(serializedIntro, _saveFileNameCurrency + _saveFileExtensionCurrency, _saveFolderName);
    }
Exemplo n.º 6
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    public virtual void SaveTime()
    {
        SerializedTime serializedTime = new SerializedTime();

        FillSerializedTime(serializedTime);
        MMSaveLoadManager.Save(serializedTime, _saveFileNameUpgrades + _saveFileExtensionUpgrades, _saveFolderName);
    }
Exemplo n.º 7
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    /// <summary>
    /// Saves the achievements current status to a file on disk
    /// </summary>
    public void SaveGeomancers()
    {
        SerializedGeomancerManager serializedGeo = new SerializedGeomancerManager();

        FillSerializedGeomancers(serializedGeo);
        MMSaveLoadManager.Save(serializedGeo, _saveFileNameUpgrades + _saveFileExtensionUpgrades, _saveFolderName);
    }
 /// <summary>
 /// Deletes all save files
 /// </summary>
 public virtual void ResetAllSaves()
 {
     MMSaveLoadManager.DeleteSaveFolder("InventoryEngine");
     MMSaveLoadManager.DeleteSaveFolder("CorgiEngine");
     MMSaveLoadManager.DeleteSaveFolder("MMAchievements");
     MMSaveLoadManager.DeleteSaveFolder("MMRetroAdventureProgress");
 }
Exemplo n.º 9
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        /// <summary>
        /// Saves the inventory to a file
        /// </summary>
        public virtual void SaveInventory()
        {
            SerializedInventory serializedInventory = new SerializedInventory();

            FillSerializedInventory(serializedInventory);
            MMSaveLoadManager.Save(serializedInventory, gameObject.name + _saveFileExtension, _saveFolderName);
        }
Exemplo n.º 10
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    /// <summary>
    /// Saves the achievements current status to a file on disk
    /// </summary>
    public void SaveDataCollection()
    {
        SerializedDataManager serializedDataManager = new SerializedDataManager();

        FillSerializedData(serializedDataManager);
        MMSaveLoadManager.Save(serializedDataManager, _saveFileNameUpgrades + _saveFileExtensionUpgrades, _saveFolderName);
    }
Exemplo n.º 11
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/// <summary>
/// Loads the settings from file (if found)
/// </summary>
        protected virtual void LoadGameSettings()
        {
            SaveSettings settings = (SaveSettings)MMSaveLoadManager.Load(typeof(GameObject), _saveFileName, _saveFolderName);

            if (settings != null)
            {
                SaveSettings = settings;
            }
        }
Exemplo n.º 12
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        /// <summary>
        /// Loads the sound settings from file (if found)
        /// </summary>
        protected virtual void LoadSoundSettings()
        {
            SoundSettings settings = (SoundSettings)MMSaveLoadManager.Load(typeof(SoundSettings), _saveFileName, _saveFolderName);

            if (settings != null)
            {
                Settings = settings;
            }
        }
Exemplo n.º 13
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 /// <summary>
 /// Resets the sound settings by destroying the save file
 /// </summary>
 protected virtual void ResetSoundSettings()
 {
     MMSaveLoadManager.DeleteSave(_saveFileName, _saveFolderName);
 }
Exemplo n.º 14
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 /// <summary>
 /// Saves the sound settings to file
 /// </summary>
 protected virtual void SaveSoundSettings()
 {
     MMSaveLoadManager.Save(Settings, _saveFileName, _saveFolderName);
 }
Exemplo n.º 15
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 /// <summary>
 /// Delete storage inventory when player decides to remove storage object from the scene. It only deletes inventory save not GameObject.
 /// </summary>
 public virtual void DeleteStorageInventory()
 {
     MMSaveLoadManager.DeleteSave(_inventoryName + _saveFileExtension, _saveFolderName);
 }
Exemplo n.º 16
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 /// <summary>
 /// Delete vendor inventory and vendor roll back inventory when player decides to remove vendor object from the scene. It only deletes inventory save not GameObject.
 /// </summary>
 public virtual void DeleteVendorInventory()
 {
     MMSaveLoadManager.DeleteSave(_inventoryName + _saveFileExtension, _saveFolderName);
     MMSaveLoadManager.DeleteSave(_inventoryRollBackName + _saveFileExtension, _saveFolderName);
 }
Exemplo n.º 17
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    /// <summary>
    /// Tries to load the currency if a file is present
    /// </summary>
    public virtual void LoadSavedTime()
    {
        SerializedTime serializedTime = (SerializedTime)MMSaveLoadManager.Load(typeof(SerializedTime), _saveFileNameUpgrades + _saveFileExtensionUpgrades, _saveFolderName);

        ExtractSerializedTime(serializedTime);
    }
Exemplo n.º 18
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 /// <summary>
 /// Adds a menu item to reset all saved inventories directly from Unity.
 /// This will remove the whole MMData/InventoryEngine folder, use it with caution.
 /// </summary>
 private static void ResetAllSavedInventories()
 {
     MMSaveLoadManager.DeleteSaveFolder(_saveFolderName);
     Debug.LogFormat("Inventories Save Files Reset");
 }
Exemplo n.º 19
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    public void LoadGeomancers()
    {
        SerializedGeomancerManager serializedGeo = (SerializedGeomancerManager)MMSaveLoadManager.Load(typeof(SerializedGeomancerManager), _saveFileNameUpgrades + _saveFileExtensionUpgrades, _saveFolderName);

        ExtractSerializedGeomancers(serializedGeo);
    }
Exemplo n.º 20
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 /// <summary>
 /// Deletes all save files
 /// </summary>
 public virtual void ResetAllSaves()
 {
     MMSaveLoadManager.DeleteSaveFolder("InventoryEngine");
     MMSaveLoadManager.DeleteSaveFolder("TopDownEngine");
     MMSaveLoadManager.DeleteSaveFolder("MMAchievements");
 }
Exemplo n.º 21
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    /// <summary>
    /// Tries to load the currency if a file is present
    /// </summary>
    public virtual void LoadSavedIntroScene()
    {
        SerializedIntro serializedIntro = (SerializedIntro)MMSaveLoadManager.Load(typeof(SerializedIntro), _saveFileNameCurrency + _saveFileExtensionCurrency, _saveFolderName);

        ExtractSerializedIntroScene(serializedIntro);
    }
Exemplo n.º 22
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    public void LoadDataCollection()
    {
        SerializedDataManager serializedDataManager = (SerializedDataManager)MMSaveLoadManager.Load(typeof(SerializedDataManager), _saveFileNameUpgrades + _saveFileExtensionUpgrades, _saveFolderName);

        ExtractSerializedData(serializedDataManager);
    }
Exemplo n.º 23
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 /// <summary>
 /// Destroys any save file
 /// </summary>
 public virtual void ResetSavedInventory()
 {
     MMSaveLoadManager.DeleteSave(gameObject.name + _saveFileExtension, _saveFolderName);
     Debug.LogFormat("save file deleted");
 }