Пример #1
0
    public void PlaceManualMade(bool namae, string name, int numba, int x, int y)
    {
        GEDContainer ola        = new GEDContainer();
        var          configFile = Resources.Load("savedPatterns") as TextAsset;
        var          serializer = new XmlSerializer(typeof(GEDContainer));

        using (var reader = new System.IO.StringReader(configFile.text))
        {
            ola = serializer.Deserialize(reader) as GEDContainer;
        }
        print("Oi, eu sou o " + ola.savedPatterns[0].Name);
        debugger.text = debugger.text + ola.savedPatterns[0].Name + "\n";



        if (namae == true)
        {
            for (int i = 0; i < ola.savedPatterns.Count; i++)
            {
                if (ola.savedPatterns[i].Name == name)
                {
                    PlacePattern(ola.savedPatterns[i].blocks, x, y);
                }
            }
        }
        else
        {
            if (ola.savedPatterns.Count - 1 <= numba)
            {
                PlacePattern(ola.savedPatterns[numba].blocks, x, y);
            }
        }
    }
Пример #2
0
    public void Save()
    {
        BinaryFormatter bf0   = new BinaryFormatter();
        FileStream      file0 = File.Open(Application.persistentDataPath + "/savedPatterns.gd", FileMode.Open);

        savedPatterns = (List <GameEditorData>)bf0.Deserialize(file0);
        file0.Close();

        GameEditorData      saving      = new GameEditorData();
        GameEditorDataTeste savingTeste = new GameEditorDataTeste();

        saving.blocks = Porigon.blocks;

        int numba = savedPatterns.Count + 1;

        if (inPutin.text == "")
        {
            saving.Name = "Pattern 0" + numba;
        }
        else
        {
            saving.Name = inPutin.text;
        }
        savingTeste.Name   = saving.Name;
        savingTeste.blocks = ConvertToUni(Porigon.blocks);
        savedPatterns.Add(saving);
        savedPatternsTeste.Add(savingTeste);

        //IMPORTANT:
        //XML PART:

        string path = Application.dataPath + "/Resources/savedPatterns.xml";

        GEDContainer ContainerSaving = new GEDContainer();

        ContainerSaving.savedPatterns = savedPatternsTeste;

        var serializer = new XmlSerializer(typeof(GEDContainer));

        using (var stream = new FileStream(path, FileMode.Create))
        {
            serializer.Serialize(stream, ContainerSaving);
        }



        BinaryFormatter bf   = new BinaryFormatter();
        FileStream      file = File.Create(Application.persistentDataPath + "/savedPatterns.gd");

        bf.Serialize(file, savedPatterns);
        file.Close();



        print("All safe and sound! Pattern Name: " + saving.Name + " | games saved: " + savedPatterns.Count);
    }
Пример #3
0
    public void FinallyLoad(List <GameEditorData> Risto, int i)
    {
        //	porigon.blocks = Risto[i].blocks;
        ManagerEditor.GameName = Risto[i].Name;
        porigon.EditorUpdateMesh();
        gameObject.SetActive(false);

        GEDContainer ola        = new GEDContainer();
        var          configFile = Resources.Load("savedPatterns") as TextAsset;
        var          serializer = new XmlSerializer(typeof(GEDContainer));

        using (var reader = new System.IO.StringReader(configFile.text))
        {
            ola = serializer.Deserialize(reader) as GEDContainer;
        }
        print("Oi, eu sou o " + ola.savedPatterns[i].Name);
        porigon.blocks = ConvertToMulti(ola.savedPatterns[i].blocks);
        porigon.EditorUpdateMesh();
    }