Пример #1
0
    /// <summary>
    /// Initializes SvgManager.SvgData with serialized entry from PlayerPrefs (or create a blank instance if no saved game yet)
    /// </summary>
    private void loadSvgData()
    {
        XmlSerializer serializer = new XmlSerializer(typeof(SvgSerializableData));

        using (StringReader reader = new StringReader(PlayerPrefs.GetString(SavedGameName)))
        {
            if (PlayerPrefs.HasKey(SavedGameName))
            {
                SvgData = serializer.Deserialize(reader) as SvgSerializableData;
                //We overwrite the Upgrades list that is used in the game, with the values of the saved data
                UpgradesManager.UpdateFromSavedData(SvgData.upgrades);

                //TEST
#if UNITY_EDITOR
                print("Savegame read from PlayerPrefs: Current scene name = " + SvgData.currentSceneName
                      + " | Checkpoint ID = " + SvgData.currCheckpointID); //TEST
                DisplayUnserializedDEBUG();                                //TEST
#endif
            }
            else
            {
                print("No savegame => creating a new SvgData in memory and using Upgrades.List currently in memory."); //TEST
                generateNewSvgData();                                                                                  //As there is no savegame we create a new SvgData (and we fill its upgrades member with Upgrades.List)
            }
        }
    }
Пример #2
0
 void generateNewSvgData()
 {
     SvgData = new SvgSerializableData();
     //We initialize a new upgrade list to be saved, with Upgrades.List currently in memory
     SvgData.generateSvgUpgsList();
 }