//Add or replace modified data for the given chunk
 public void StoreModifiedChunkData(Vector3Int chunkID, IChunkData data)
 {
     if (SaveUtils.DoSave)
     {
         //Save to file
         serialiser.Save(data.GetSaveData(), data.ChunkID.ToString());
     }
     else
     {
         //Store in RAM
         ModifiedChunkData[chunkID] = data;
     }
 }
Пример #2
0
        public void OnPlayClicked()
        {
            SaveUtils.WorldName = worldName;

            BinarySerialiser serialiser = new BinarySerialiser(SaveUtils.CurrentWorldSaveDirectory, ".seed");

            serialiser.Save(seed, "worldSeed");

            SceneMessagePasser.SetMessage(new SeedMessage()
            {
                seed = seed
            });
            SceneManager.LoadScene(mainMenu.gameScene);
        }