private void SaveToFile() { SaveData sd = FileManagment.ReadFile <SaveData>("save"); sd.saves[sd.saves.FindIndex(x => x.gameName == ApplicationModel.GameName)] = gameSave; FileManagment.WriteFile("save", sd); }
public void CreateNewGame() { SaveData sd = FileManagment.ReadFile <SaveData>("save"); string gameName = newGameField.text; if (sd == null || sd.saves == null) { sd = new SaveData { saves = new List <Game>() } } ; if (sd.saves.Exists(x => x.gameName == gameName)) { result.text = "Gra o takiej nazwie istnieje!"; result.color = Color.red; return; } Game newGame = new Game { gameName = gameName }; sd.saves.Add(newGame); result.text = "Utworzono gre!"; result.color = Color.green; FileManagment.WriteFile("save", sd); }
private void SaveUpgrade(SaveData save, int cost) { save.Coins -= cost; CoinsAmount.text = save.Coins.ToString(); FileManagment.WriteFile("save.dat", save); }
public void CheckSaveFile() { FileManagment.FileChecking(); SaveData save = FileManagment.ReadFile <SaveData>("save.dat"); if (save == null) { SaveData newSave = new SaveData { Levels = new List <Level>() }; newSave.Levels.Add(new Level()); FileManagment.WriteFile("save.dat", newSave); } }
private void SaveResults() { SaveData save = FileManagment.ReadFile <SaveData>("save.dat"); int index = SceneManager.GetActiveScene().buildIndex - 1; // because of level selection Scene if (index == save.Levels.Count - 1) { save.Levels.Add(new Level()); } if (save.Levels[index].Coins < MyPlayer.CoinsAmount) { save.Coins += MyPlayer.CoinsAmount - save.Levels[index].Coins; save.Levels[index].Coins = MyPlayer.CoinsAmount; } if (save.Levels[index].SecretItems < MyPlayer.CoinsAmount) { save.Levels[index].SecretItems = MyPlayer.SecretItemsAmount; } FileManagment.WriteFile("save.dat", save); }
public void SaveOptions() { FileManagment.WriteFile("preferences", optionsData); }