public void Save(PersistableObject o, int version) { using (BinaryWriter writer = new BinaryWriter(File.Open(savePath, FileMode.Create))) { writer.Write(-version); o.Save(new GameDataWriter(writer)); } }
public void Save(PersistableObject o) { using ( var writer = new BinaryWriter(File.Open(savePath, FileMode.Create)) ) { o.Save(new GameDataWriter(writer)); } }
public void Save(PersistableObject o, int version) { using ( var writer = new BinaryWriter(File.Open(savePath, FileMode.Create)) ) { writer.Write(-version); // do no confuse count (from a previous save) and version -> save version as negative. o.Save(new GameDataWriter(writer)); } }
public void Save(PersistableObject obj) { // The using (something) {} format will dispose of the something after the code block even if an exception occurs // Basically it's shorthand for a try catch block, only works with IDisposable types using (var writer = new BinaryWriter(File.Open(_savePath, FileMode.Create))) { obj.Save(new GameDataWriter(writer)); } }
public void Save(PersistableObject obj, int version) { using (var writer = new BinaryWriter (System.IO.File.Open(_savePath, FileMode.Create))) { writer.Write(-version); obj.Save(new GameDataWriter(writer)); } }
public void Save(PersistableObject o) { using ( //automatically handle exception of closing file BinaryWriter writer = new BinaryWriter(File.Open(savePath, FileMode.Create)) ) { o.Save(new GameDataWriter(writer)); } }
public void Save(PersistableObject o) { Debug.Log("Saving file: " + this.savePath); using ( var writer = new BinaryWriter(File.Open(savePath, FileMode.Create)) ) { o.Save(new GameDataWriter(writer)); } }
public void Save(PersistableObject o, int version) { //使用using关键字将变量writer限制仅在using的代码块内可用。 //这确保在代码执行退出该块后,无论如何都将正确处理所有writer引用。 using (var writer = new BinaryWriter(File.Open(savePath, FileMode.Create))) { writer.Write(-version); o.Save(new GameDataWrite(writer)); } }
public void Save(PersistableObject o, int version) { using (BinaryWriter writer = new BinaryWriter(File.Open(savePath, FileMode.Create))) { //Переворачиваем и записываем версию //для проверки на совместимость(в скрипте Game проверяем это) writer.Write(-version); o.Save(new GameDataWriter(writer)); } }
//Will be used to store the gamestate in a file at the in awake created path public void Save(PersistableObject persistableObject, int version) { //using used from catlikecoding instead of try and catch so there is always a writer available using (var writer = new BinaryWriter(File.Open(savePath, FileMode.Create))) { //write the input verion to the memory negated writer.Write(-version); //and save the input persiatable object using a new GameDataWriter with the "using" writer persistableObject.Save(new GameDataWriter(writer)); } }
public void Save(PersistableObject obj, int version) { using ( var writer = new BinaryWriter(File.Open(savePath, FileMode.Create)) ) { writer.Write(-version); obj.Save(new GameDataWriter(writer)); } Debug.Log("Saved!"); }
public void Save(PersistableObject o, int version) { using ( var writer = new BinaryWriter(File.Open(savePath, FileMode.Create)) ) { /** * 这种直接创建的 会有警告 因为这里没有被实例化到一个物体上 */ writer.Write(-version); o.Save(new GameDataWriter(writer)); // o.Save(new GameObject().AddComponent<GameDataWriter>().Init(writer)); } }
private IEnumerator SaveInternal(PersistableObject o, int version, bool singleFrameSave = false) { using (var writer = new BinaryWriter(File.Open(savePath, FileMode.Create))) { //! Writing the save file version writer.Write(-version); o.Save(new DataWriter(writer), singleFrameSave); while (o.IsBusy) { yield return(null); } } }
public void Save(PersistableObject po) { var writer = new BinaryWriter(File.Open(savePath, FileMode.Create)); po.Save(new DataWriter(writer)); }