Пример #1
0
 /// <summary>
 /// Saves the player passed to disk
 /// Save file is named player for main character, and by uid for any guests
 /// </summary>
 /// <param name="pl"></param>
 private static void SavePlayer(MCObject pl)
 {
     if (pl == WorldData.player)
     {
         SerializeObjectToZip(pl, "player", "Package_03");
     }
     else
     {
         SerializeObjectToZip(pl, pl.uid.ToString(), "Package_03");
     }
 }
Пример #2
0
 /// <summary>
 /// Sets the current world save and loads it, returning bool for success
 /// </summary>
 /// <param name="saveName"></param>
 /// <returns></returns>
 public static bool LoadWorldSave(string saveName)           //TODO: Add support here for the hosted world loading
 {
     if (!Save.SaveData.SetCurrentSave(saveName))
     {
         return(false);
     }
     if (Save.SaveData.ValidateZips())
     {
         currentRegions.Clear();
     }
     player   = Save.SaveData.LoadPlayer();
     CurrentX = player.worldX;
     CurrentY = player.worldY;
     Form1.SetOrtho(CurrentX, CurrentY);
     LoadRegionObjects();
     return(true);
 }
Пример #3
0
        /// <summary>
        /// Loads a player object from disk, if main player, leave uid as null
        /// </summary>
        /// <param name="uid">leave null to signify loading of the player</param>
        /// <returns></returns>
        public static MCObject LoadPlayer(string uid = null)
        {
            MCObject o = null;

            if (uid == null)
            {
                o = DeSerializeObjectFromZip <MCObject>("player", "Package_03");
            }
            else
            {
                o = DeSerializeObjectFromZip <MCObject>(uid, "Package_03");
            }
            if (o == null)
            {
                o = new MCObject();
            }
            return(o);
        }
Пример #4
0
 /// <summary>
 /// Loads a player into the partner slot
 /// New player is loaded if an existing save isn't found
 /// </summary>
 /// <param name="uid"></param>
 public static void AddPlayer(Guid uid)
 {
     //TODO: Add functionality to import existing player files (maybe)
     partner = Save.SaveData.LoadPlayer(uid.ToString());
     partner.SetWorldPosition(player.worldX, player.worldY);
 }