Exemplo n.º 1
0
 //#----------------------------------------------------------
 //# * Load Player Data
 //#----------------------------------------------------------
 public static Game_Player LoadPlayerData()
 {
     Game_Player player = new Game_Player();
     string[] rawSave = File.ReadAllText(PLAYER_SAVE_PATH).Split(new string[] { Environment.NewLine }, StringSplitOptions.RemoveEmptyEntries);
     // load groups and units
     LoadIntoDeck(player.Deck, rawSave[0]);
     // load scores
     string[] scores = rawSave[1].Split(new char[] { ',' }, StringSplitOptions.RemoveEmptyEntries);
     for (int level = 1; level <= Global.NUMBER_OF_LEVELS; level++)
     {
         player.SetLevelScore(level, Convert.ToInt32(scores[level - 1]));
     }
     // load unlocked units
     string[] unlockedUnits = rawSave[2].Split(new char[] { ',' }, StringSplitOptions.RemoveEmptyEntries);
     foreach (string unitID in unlockedUnits) player.UnlockUnit(Convert.ToInt32(unitID));
     return player;
 }
Exemplo n.º 2
0
 //#----------------------------------------------------------
 //# * Save Player Data
 //#----------------------------------------------------------
 public static void SavePlayerData(Game_Player player)
 {
     string save = string.Empty;
     // save groups
     foreach (Game_Group group in player.Deck.Groups)
     {
         for (int y = 0; y <= group.UnitIDs.GetUpperBound(1); y++)
         {
             for (int x = 0; x <= group.UnitIDs.GetUpperBound(0); x++)
             {
                 string seperator = (x == 4 && y == 4 ? ";" : ",");
                 save += group.UnitIDs[x, y].ToString() + seperator;
             }
         }
     }
     save += Environment.NewLine;
     // save scores
     for (int level = 1; level <= Global.NUMBER_OF_LEVELS; level++) save += player.GetLevelScore(level) + ",";
     save += Environment.NewLine;
     // save unlocked units
     for (int unitID = 0; unitID < 10; unitID++) if (player.IsUnitUnlocked(unitID)) save += unitID.ToString() + ",";
     Directory.CreateDirectory(SAVE_FOLDER_PATH);
     File.WriteAllText(PLAYER_SAVE_PATH, save);
 }