public void LoadSave(Saves.SaveSlot slot) { Saves.SaveGame saveGame; string saveName = null; if (Saves.SaveManager.LoadSave(slot, ref saveName, out saveGame)) { mCurrentSaveDesc.slot = slot; mCurrentSaveDesc.saveName = saveName; mCurrentMapState = saveGame.mMapState; mCurrentCardGameState = saveGame.mCardGameState; mCurrentCampaignState = saveGame.mCampaignState; // TODO card game should not be special cased like this - maybe? if (saveGame.mLoadScene == GameScene.CampaignCardGame || saveGame.mLoadScene == GameScene.CardGame) { CardsSetupState setupState = new CardsSetupState(saveGame.mLoadScene == GameScene.CampaignCardGame, false); SetPassedState(setupState); } MoveToNextScene(saveGame.mLoadScene); } else { UnityEngine.Debug.Log("Failed to load save: " + saveName); } }
public Map.MapState LoadMapState() { if (mCurrentMapState == null) { mCurrentMapState = new Map.MapState(7, 0); } return(mCurrentMapState); }
public StateManager() { mCardPool = null; mDefaultDeckSpec = null; mCurrentGameScene = GameScene.MainMenu; mCurrentPassedState = null; mCurrentMapState = null; mCurrentCardGameState = null; mCurrentSaveDesc = new SaveDescription(); mCurrentSaveDesc.slot = Assets.GameCode.Saves.SaveSlot.None; }
public void SetMapState(Map.MapState mapState) { mCurrentMapState = mapState; }