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); } } }
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); }
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(); }