Пример #1
0
    /// <summary>
    /// Load the specified info.
    /// </summary>
    /// <param name='info'>
    /// Info.
    /// </param>
    public void Load(ViNoSaveInfo info)
    {
        VM vm = VM.Instance;

        if (vm == null)
        {
            ViNoDebugger.LogError("VM Not Found . Can't Load.");
        }


        switch (saveMethod)
        {
        case SaveMethods.COLLECT_VINO_SCENE_NODES:

            break;

        case SaveMethods.TRAVERSE_CHILDREN:
            if (destroyChildrenOnLoad)
            {
                if (theSavedPanel != null)
                {
                    ViNoGOExtensions.DestroyImmediateChildren(theSavedPanel.name);
                }
            }
            break;
        }

        ViNoGameSaveLoad.Load(info);
    }
Пример #2
0
    /// <summary>
    /// Save the specified info and fileName.
    /// </summary>
    /// <param name='info'>
    /// Info.
    /// </param>
    /// <param name='fileName'>
    /// File name. auto stub ".xml".
    /// If UNITY_EDITOR => Application.dataPath + fileName + ".xml".
    /// else => Application.persistentDataPath + fileName + ".xml".
    /// </param>
    static public void SaveToExternalFile(string fileName, ViNoSaveInfo info, FlagTable flagTable)
    {
        Save(info);

/*
 *              ViNoSaveData data = new ViNoSaveData();
 *              data.m_BgmName = info.m_BgmName;
 *              data.m_CurrentScenarioName = info.m_CurrentScenarioName;
 *              data.m_LoadedLevelIndex = info.m_LoadedLevelIndex;
 *              data.m_LoadedLevelName = info.m_LoadedLevelName;
 *              data.m_NodeName = info.m_NodeName;
 *              data.m_SceneXmlData = info.m_SceneXmlData;
 *              data.m_Date = info.m_Date;
 *              data.m_ScenarioDescription = info.m_ScenarioDescription;
 * //		data.m_ScenarioResourceFilePath = ScenarioNode.Instance.scenarioResourceFilePath;
 * //*/
        string xmlStr = ViNoGameSaveLoad.SerializeObject <ViNoSaveData>(info.data);

#if UNITY_WEBPLAYER
        PlayerPrefs.SetString(fileName + ".xml", xmlStr);
#else
        ViNoGameSaveLoad.CreateXML(fileName + ".xml", xmlStr);
#endif
        SaveFlagTable(fileName, flagTable);
    }
Пример #3
0
    void Start()
    {
        if (info == null)
        {
            info = ScriptableObject.CreateInstance <ViNoSaveInfo>();
        }

        m_FileExists = ExternalAccessor.IsSaveDataFileExists(fileName);
        if (m_FileExists)
        {
            // Load SaveInfo from Storage.
            ViNo.LoadDataFromStorage(fileName, ref info);
            UpdateText(info.data.m_Date, info.data.m_ScenarioDescription);
        }
        else
        {
            UpdateText("", "NO DATA");
        }

// NGUI Dependency...
#if false
        // Load Mode.
        if (!SystemUIEvent.saveMode)
        {
            continueButton.isEnabled = m_FileExists;
        }
#endif
    }
Пример #4
0
    /// <summary>
    /// Load the specified info.
    /// </summary>
    /// <returns>
    /// If Load Succeed return true , Load Failed return false.
    /// </returns>
    static public bool Load(ViNoSaveInfo info)
    {
        bool levelNameNotMatchThisScene = !info.data.m_LoadedLevelName.Equals(Application.loadedLevelName);

        if (levelNameNotMatchThisScene)
        {
            ViNoDebugger.LogError("SaveData Level Name is : \""
                                  + info.data.m_LoadedLevelName + "\" but this level is \"" + Application.loadedLevelName + "\"");
            return(false);
        }

        // Load Scene from XML.
        if (ViNoSceneManager.Instance != null)
        {
            ViNoSceneManager.Instance.Load(info);
        }

        bool haveLevelName = !string.IsNullOrEmpty(info.data.m_LoadedLevelName);
        bool haveNodeName  = !string.IsNullOrEmpty(info.data.m_NodeName);
        bool isLoad        = (haveLevelName && haveNodeName);

        if (isLoad)
        {
            // Deserialize VM.
            VM vm = VM.Instance;
            if (vm != null)
            {
                vm.ClearTextBuilder();

                SystemUtility.ClearAllTextBoxMessage();

                vm.Deserialize(info.data.m_NodeName);

                GameObject scenarioObj = GetScenarioObject(info);

                // Play from File ?.
                ScenarioNode scenario = scenarioObj.GetComponent <ScenarioNode>();
                scenario.startFromSave = true;
                scenario.PlayFrom(info.data.m_NodeName);
            }

            // Load Sound.
            if (ISoundPlayer.Instance != null)
            {
                ISoundPlayer pl = ISoundPlayer.Instance;
                pl.OnLoad(info.data);
            }

            // Deactivate Selections.
            if (ISelectionsCtrl.Instance != null)
            {
                ISelectionsCtrl.Instance.ChangeActive(false);
            }
        }
        return(isLoad);
    }
Пример #5
0
    public override void OnInspectorGUI()
    {
        ViNoSaveInfo info = target as ViNoSaveInfo;

        m_Edit = EditorGUILayout.BeginToggleGroup("", m_Edit);

        info.data.m_LoadedLevelIndex = EditorGUILayout.IntField("LevelIndex", info.data.m_LoadedLevelIndex);
        info.data.m_LoadedLevelName  = EditorGUILayout.TextField("LevelName", info.data.m_LoadedLevelName);

//			string[] pop = { info.data.m_CurrentScenarioName };
//			int sel = 0;
//			sel =EditorGUILayout.Popup( "ScenarioName" , sel , pop );
        info.data.m_CurrentScenarioName = EditorGUILayout.TextField("ScenarioName", info.data.m_CurrentScenarioName);

//			string[] pop2 = { info.data.m_NodeName };
//			int sel2 = 0;
//			sel2 =EditorGUILayout.Popup( "CurrentNode" , sel2 , pop2 );
        info.data.m_NodeName = EditorGUILayout.TextField("CurrentNode", info.data.m_NodeName);

        info.data.m_BgmName = EditorGUILayout.TextField("BGM", info.data.m_BgmName);
        info.data.m_ScenarioResourceFilePath = EditorGUILayout.TextField("ScenarioFilePath", info.data.m_ScenarioResourceFilePath);

        EditorGUILayout.LabelField("SceneXml");
        info.data.m_SceneXmlData = EditorGUILayout.TextArea(info.data.m_SceneXmlData);

        EditorGUILayout.LabelField("Saved Date");
        EditorGUILayout.SelectableLabel(info.data.m_Date);

        EditorGUILayout.LabelField("Desc");
        EditorGUILayout.SelectableLabel(info.data.m_ScenarioDescription);

        scenarioNode = EditorGUILayout.ObjectField(scenarioNode, typeof(ScenarioNode), true) as ScenarioNode;
        if (scenarioNode != null)
        {
            List <string> tagList = scenarioNode.GetNodeTagsUnderMe();
            m_SelectedID = EditorGUILayout.Popup("NodeTagList", m_SelectedID, tagList.ToArray());
        }

        if (GUILayout.Button("Clear Data"))
        {
            bool yes = EditorUtility.DisplayDialog(" ! ", "Are you sure you want to Clear Data", "yes", "no");
            if (yes)
            {
                info.ClearData();
            }
        }

        EditorGUILayout.EndToggleGroup();

        if (GUI.changed)
        {
            EditorUtility.SetDirty(target);
        }
    }
Пример #6
0
    static public void PlayScenario(ViNoSaveInfo info)
    {
        if (info.data == null)
        {
            Debug.LogWarning("ScenarioCtrl couldn't play because ViNoSaveInfo not attached.");
            return;
        }
        string levelName    = info.data.m_LoadedLevelName;
        string scenarioName = info.data.m_CurrentScenarioName;

        PlayScenario(levelName, scenarioName);
    }
Пример #7
0
    // if save Succeeded , then return true.
    static public bool DoQuickSave()
    {
        ViNoSaveInfo info = ScenarioCtrl.Instance.quickSaveSlot;        //Info;

        if (info == null)
        {
            Debug.LogError("ScenarioCtrl not attached QuickSaveSlot. couldn't Save.");
            return(false);
        }
        else
        {
            return(ViNo.SaveData("QSaveData", info));
        }
    }
Пример #8
0
    /// <summary>
    /// Save the specified info.
    /// </summary>
    /// <param name='info'>
    /// Info.
    /// </param>
    static public void Save(ViNoSaveInfo info)
    {
        info.data.m_LoadedLevelIndex = Application.loadedLevel;
        info.data.m_LoadedLevelName  = Application.loadedLevelName;

        // Serialization of Scene.
        if (ViNoSceneManager.Instance != null)
        {
            info.data.m_SceneXmlData = ViNoSceneManager.Instance.Save( );
        }

        // Serialization of VM.
        if (VM.Instance != null)
        {
            VM.SerializationInfo vmSerInfo = VM.Instance.Serialize( );
            info.data.m_NodeName            = vmSerInfo.m_NodeName;
            info.data.m_CurrentScenarioName = vmSerInfo.m_ScenarioName;
        }
        else
        {
            ViNoDebugger.LogError("SaveInfo", "VM NOT Found. Can't serialize VM Info.");
        }

        // Serialization of BGM.
        if (ISoundPlayer.Instance != null)
        {
            ISoundPlayer pl = ISoundPlayer.Instance;
//			ViNoSoundPlayer pl = ISoundPlayer.Instance as ViNoSoundPlayer;
            pl.OnSave(info.data);
        }

/*		if( ScenarioNode.Instance != null ){
 *                      info.data.m_ScenarioResourceFilePath = ScenarioNode.Instance.scenarioResourceFilePath;
 *              }
 * //*/

        // Set DateTime.
        info.data.m_Date = ViNoStringExtensions.GetDateTimeNowString();

        // Set Message.
        SystemUIEvent sys = GameObject.FindObjectOfType(typeof(SystemUIEvent)) as SystemUIEvent;
        string        str = sys.GetCurrentMessage();

        if (str.Length >= 14)
        {
            str = str.Substring(0, 14) + "...";
        }
        info.data.m_ScenarioDescription = str;
    }
Пример #9
0
    static public bool DoQuickLoad()
    {
        SystemUtility.ClearAllTextBoxMessage();
        ViNoSaveInfo info = ScenarioCtrl.Instance.quickSaveSlot;

        if (info != null)
        {
            return(ViNo.LoadData("QSaveData", ref info));
        }
        else
        {
            Debug.LogError("ScenarioCtrl not attached QuickSaveSlot. couldn't Load.");
            return(false);
        }
    }
Пример #10
0
    void OnLevelWasLoaded(int index)
    {
        Debug.Log("OnLevelWasLoaded" + index.ToString());
        if (m_Instance == null)
        {
            Debug.LogWarning("ScenarioCtrl Instance Not Found.");
            return;
        }
        Debug.Log("Quick Save Data Cleared.");

        if (m_LoadLevelAndNewGame || m_LoadLevelAndStartScenario)
        {
            ViNoSaveInfo info = m_LoadLevelAndNewGame ? m_Instance.newGameInfo : m_Instance.saveInfo;
            PlayScenario(info);
        }
    }
Пример #11
0
    public void DoContinue()
    {
        ViNoSaveInfo info = m_Instance.saveInfo;

        if (!string.IsNullOrEmpty(info.data.m_LoadedLevelName))
        {
            m_LoadLevelAndStartScenario = true;
            // If this is the SaveInfo Level Name , Play Scenario at once.
            if (info.data.m_LoadedLevelName == Application.loadedLevelName)
            {
                PlayScenario(info);
            }
            // LoadLevel and Play Scenario.
            else
            {
                Application.LoadLevel(info.data.m_LoadedLevelName);
            }
        }
    }
Пример #12
0
    static public GameObject GetScenarioObject(ViNoSaveInfo info)
    {
        string     scenarioName = info.data.m_CurrentScenarioName;
        GameObject scenarioObj  = GameObject.Find(scenarioName);

        if (scenarioObj == null)
        {
            Debug.LogWarning("ScenarioNode object NOT FOUND in scene. now Find in Resources.");
            scenarioObj = ViNoGOExtensions.InstantiateFromResource(scenarioName, null);
            if (scenarioObj == null)
            {
                Debug.LogError("ScenarioNode :" + scenarioName + " also Not Found in Resources.");
            }
            else
            {
                ViNoGOExtensions.StripGameObjectName(scenarioObj, "(Clone)", "");
            }
        }
        return(scenarioObj);
    }
Пример #13
0
    static public void LoadDataFromStorage(string fileName, ref ViNoSaveInfo reloadedInfo)
    {
//		Debug.Log( "FileName:" + fileName);
#if UNITY_WEBPLAYER
        string xmlStr = PlayerPrefs.GetString(fileName + ".xml");          //ViNoGameSaveLoad.LoadXML( fileName + ".xml" );
#else
        string xmlStr = ViNoGameSaveLoad.LoadXML(fileName + ".xml");
#endif
        ViNoSaveData saveData = ViNoGameSaveLoad.DeserializeObject <ViNoSaveData>(xmlStr) as ViNoSaveData;

        reloadedInfo.data.m_BgmName                  = saveData.m_BgmName;
        reloadedInfo.data.m_CurrentScenarioName      = saveData.m_CurrentScenarioName;
        reloadedInfo.data.m_LoadedLevelIndex         = saveData.m_LoadedLevelIndex;
        reloadedInfo.data.m_LoadedLevelName          = saveData.m_LoadedLevelName;
        reloadedInfo.data.m_NodeName                 = saveData.m_NodeName;
        reloadedInfo.data.m_SceneXmlData             = saveData.m_SceneXmlData;
        reloadedInfo.data.m_ScenarioResourceFilePath = saveData.m_ScenarioResourceFilePath;
        reloadedInfo.data.m_Date = saveData.m_Date;
        reloadedInfo.data.m_ScenarioDescription = saveData.m_ScenarioDescription;
    }
Пример #14
0
    /// <summary>
    /// Loads the data.
    /// </summary>
    static public bool LoadData(string fileName, ref ViNoSaveInfo info)
    {
//		IScriptEngine vino =  IScriptEngine.Instance;
        ScenarioNode scenario = ScenarioNode.Instance;

        if (scenario != null)
        {
//			if( vino.saveToExternalFile ){
            // Load Flag Data from Storage.
//				FlagTable.FlagUnit[] flags = LoadFlagTable( fileName );
            FlagTableData flagData = LoadFlagTable(fileName);
            if (scenario.flagTable != null)
            {
#if false
//					scenario.flagTable.flags = flags;
#else
                scenario.flagTable.flags        = flagData.flags;
                scenario.flagTable.stringValues = flagData.stringValues;
#endif
            }
            else
            {
                Debug.LogWarning("ScenarioNode.Instance " + scenario.name + " flagTable Not attached.");
            }

            // Load SaveData from Storage.
            LoadDataFromStorage(fileName, ref info);
            return(ViNo.Load(info));
//			}

/*			else{
 *                              return ViNo.Load( info );
 *                      }
 * //*/
        }
        else
        {
            Debug.LogWarning("ScenarioNode instance NOT FOUND.");
            return(false);
        }
    }
Пример #15
0
    public void LoadLevelAndNewGame()
    {
        ViNoSaveInfo info = m_Instance.newGameInfo;

        if (!string.IsNullOrEmpty(info.data.m_LoadedLevelName))
        {
            m_LoadLevelAndNewGame = true;
            // If this is the SaveInfo Level Name , Play Scenario at once.
            if (info.data.m_LoadedLevelName == Application.loadedLevelName)
            {
            }
            else
            {
                Application.LoadLevel(info.data.m_LoadedLevelName);
            }
        }
        else
        {
            Debug.LogError("Level Name is Empty !");
        }
    }
Пример #16
0
	void Start(){
		if( info == null ){
			info = ScriptableObject.CreateInstance<ViNoSaveInfo>();
		}

		m_FileExists = ExternalAccessor.IsSaveDataFileExists( fileName );
		if( m_FileExists ){
			// Load SaveInfo from Storage.
			ViNo.LoadDataFromStorage( fileName , ref info) ;
			UpdateText( info.data.m_Date , info.data.m_ScenarioDescription );
		}
		else{
			UpdateText( "" , "NO DATA" );
		}

// NGUI Dependency...		
#if false
		// Load Mode.
		if( ! SystemUIEvent.saveMode ){			
			continueButton.isEnabled = m_FileExists;
		}
#endif		
	}
Пример #17
0
    /// <summary>
    /// Saves the data. if a Scenario is Played.
    /// </summary>
    static public bool SaveData(string fileName, ViNoSaveInfo info)
    {
        ScenarioNode scenario = ScenarioNode.Instance;

        if (scenario != null)
        {
//			if( vino.saveToExternalFile ){
            // ScenarioNode has a ViNoSaveInfo. saveInfo is a ScriptableObject Data.
            ViNo.SaveToExternalFile(fileName, info, scenario.flagTable);

/*			}
 *                      else{
 *                              ViNo.Save( info );
 *                      }
 * //*/
            return(true);
        }
        else
        {
            Debug.LogWarning("ScenarioNode instance NOT FOUND.");
            return(false);
        }
    }
Пример #18
0
 static public bool SaveData(string fileName, ViNoSaveInfo info)
 {
     return(ViNo.SaveData(fileName, info));
 }
Пример #19
0
 public static bool SaveData( string fileName , ViNoSaveInfo info )
 {
     return ViNo.SaveData( fileName , info );
 }
Пример #20
0
 // if info's ScenarioNode found in this Level, then play that.
 public static void PlayScenario( ViNoSaveInfo info )
 {
     ScenarioCtrl.PlayScenario( info );
 }
Пример #21
0
 // if info's ScenarioNode found in this Level, then play that.
 static public void PlayScenario(ViNoSaveInfo info)
 {
     ScenarioCtrl.PlayScenario(info);
 }
Пример #22
0
 public static void PlayScenario( ViNoSaveInfo info )
 {
     if( info.data == null  ){
         Debug.LogWarning( "ScenarioCtrl couldn't play because ViNoSaveInfo not attached." );
         return;
     }
     string levelName = info.data.m_LoadedLevelName;
     string scenarioName = info.data.m_CurrentScenarioName;
     PlayScenario( levelName , scenarioName );
 }
Пример #23
0
    static public void CreateConvScene(string templScenePath)
    {
        GameObject sceneRoot = CreateTemplScene(templScenePath);

        sceneRoot.name = "A Conversation Scene";

        string scenarioName = "A_Conversation";

        if (!System.IO.Directory.Exists("Assets/" + scenarioName))
        {
            AssetDatabase.CreateFolder("Assets", scenarioName);
        }

        GameObject scenarioObj = ViNoToolUtil.CreateANewScenario(scenarioName, true);
        GameObject startObj    = scenarioObj.transform.FindChild("START").gameObject;
//		scenarioObj.transform.parent.transform.parent = sceneRoot.transform;

        GameObject    node0         = new GameObject("0_Scene");
        LoadSceneNode loadSceneNode = node0.AddComponent <LoadSceneNode>();

        loadSceneNode.sceneName  = "Scene1";
        loadSceneNode.method     = LoadSceneNode.Methods.DESTROY_AND_LOAD;
        loadSceneNode.withFadeIn = true;

        loadSceneNode.transform.parent = startObj.transform;

        DialogPartNode dlgNode = ViNoToolUtil.AddDialogPartNode(startObj.transform);

        dlgNode.name = "1_Dialog";
        DialogPartData data0 = dlgNode.AddData("", "");
        DialogPartData data1 = dlgNode.AddData("Sachi", "Hello. I am Sachi.");
        DialogPartData data2 = dlgNode.AddData("", "");
        DialogPartData data3 = dlgNode.AddData("Maiko", "Hi. Sachi.");
        DialogPartData data4 = dlgNode.AddData("Sachi", "Bye Bye !");
        DialogPartData data5 = dlgNode.AddData("Maiko", "Bye Bye !");
        DialogPartData data6 = dlgNode.AddData("", "");

        data0.enterActorEntries              = new DialogPartData.ActorEntry[1];
        data0.enterActorEntries[0]           = new DialogPartData.ActorEntry();
        data0.enterActorEntries[0].actorName = "Sachi";
        data0.actionID = DialogPartNodeActionType.EnterActor;
        data0.enterActorEntries[0].position = ViNoToolkit.SceneEvent.ActorPosition.middle_left;

        data1.isName = true;

        data2.enterActorEntries              = new DialogPartData.ActorEntry[1];
        data2.enterActorEntries[0]           = new DialogPartData.ActorEntry();
        data2.enterActorEntries[0].actorName = "Maiko";
        data2.actionID = DialogPartNodeActionType.EnterActor;
        data2.enterActorEntries[0].position = ViNoToolkit.SceneEvent.ActorPosition.middle_right;
        data3.isName = true;

        data4.isName = true;
        data5.isName = true;

        data6.actionID                      = DialogPartNodeActionType.ExitActor;
        data6.exitActorEntries              = new DialogPartData.ActorEntry[2];
        data6.exitActorEntries[0]           = new DialogPartData.ActorEntry();
        data6.exitActorEntries[1]           = new DialogPartData.ActorEntry();
        data6.exitActorEntries[0].actorName = "Sachi";
        data6.exitActorEntries[1].actorName = "Maiko";

#if false
        GameObject parentObj = GameObject.Find("Panels");

        DrawObjectsTab.CreateBG("BG", parentObj);
        GameObject ch1 = DrawObjectsTab.Create2Layer("Ch1", parentObj);
        GameObject ch2 = DrawObjectsTab.Create2Layer("Ch2", parentObj);

        ch1.transform.localPosition = new Vector3(-120f, 0f, 0f);
        ch2.transform.localPosition = new Vector3(120f, 0f, 0f);

        AssetDatabase.MoveAsset("Assets/BG", "Assets/" + scenarioName + "/BG");
        AssetDatabase.MoveAsset("Assets/Ch1", "Assets/" + scenarioName + "/Ch1");
        AssetDatabase.MoveAsset("Assets/Ch2", "Assets/" + scenarioName + "/Ch2");
#endif

        string       scenarioFlagDataPath = "Assets/" + scenarioName + "/" + scenarioName + "Flags.asset";
        string       scenarioSaveDataPath = "Assets/" + scenarioName + "/" + scenarioName + "SaveData.asset";
        FlagTable    flagTable            = ScriptableObjectUtility.CreateScriptableObject("FlagTable", scenarioFlagDataPath) as FlagTable;
        ViNoSaveInfo saveInfo             = ScriptableObjectUtility.CreateScriptableObject("ViNoSaveInfo", scenarioSaveDataPath) as ViNoSaveInfo;
        ScenarioNode scenarioNode         = scenarioObj.GetComponent <ScenarioNode>();
        scenarioNode.m_PlayAtStart = true;
        scenarioNode.flagTable     = flagTable;
//		scenarioNode.saveInfo = saveInfo;

        ScenarioCtrl scenarioCtrl = GameObject.FindObjectOfType(typeof(ScenarioCtrl)) as ScenarioCtrl;
        scenarioCtrl.quickSaveSlot = saveInfo;
        scenarioCtrl.saveInfo      = saveInfo;

        // Create an ActorLibrary and a SceneLibrary.
        string actorLibPrefabPath = "Assets/" + scenarioName + "/ActorLibrary.prefab";
        string sceneLibPrefabPath = "Assets/" + scenarioName + "/SceneLibrary.prefab";

        ViNoScenarioDataUtil.CreateActorLibrary(actorLibPrefabPath);
        ViNoScenarioDataUtil.CreateSceneLibrary(sceneLibPrefabPath);
        GameObject.DestroyImmediate(GameObject.Find("ActorLibrary"));
        GameObject.DestroyImmediate(GameObject.Find("SceneLibrary"));

//		ViNoToolkit.ActorInfo actor1 = ViNoScenarioDataUtil.CreateActorInfo() as ViNoToolkit.ActorInfo;
        ViNoToolkit.SceneEvent sceneEvt = GameObject.FindObjectOfType(typeof(ViNoToolkit.SceneEvent)) as ViNoToolkit.SceneEvent;

        ViNoToolkit.ActorLibrary actorLib = AssetDatabase.LoadAssetAtPath(actorLibPrefabPath, typeof(ViNoToolkit.ActorLibrary)) as ViNoToolkit.ActorLibrary;
        ViNoToolkit.SceneLibrary sceneLib = AssetDatabase.LoadAssetAtPath(sceneLibPrefabPath, typeof(ViNoToolkit.SceneLibrary)) as ViNoToolkit.SceneLibrary;

/*		actorLib.actorEntries = new ViNoToolkit.ActorInfo[ 1 ];
 *              actorLib.actorEntries[ 0 ] = actor1;
 * //*/
        sceneEvt.actorLib = actorLib;
        sceneEvt.sceneLib = sceneLib;
    }
Пример #24
0
    /// <summary>
    /// Load the specified info.
    /// </summary>
    /// <param name='info'>
    /// Info.
    /// </param>
    public void Load( ViNoSaveInfo info )
    {
        VM vm = VM.Instance;
        if( vm == null ){
            ViNoDebugger.LogError( "VM Not Found . Can't Load." );
        }

        switch( saveMethod ){
         case SaveMethods.COLLECT_VINO_SCENE_NODES:

         	break;

         case SaveMethods.TRAVERSE_CHILDREN:
         	if( destroyChildrenOnLoad ){
                if( theSavedPanel != null ){
                    ViNoGOExtensions.DestroyImmediateChildren( theSavedPanel.name );
                }
            }
            break;
        }

        ViNoGameSaveLoad.Load ( info );
    }
Пример #25
0
 static public void Load(ViNoSaveInfo info)
 {
     ViNoGameSaveLoad.LoadSceneFromXmlString(info.data.m_SceneXmlData);
 }
Пример #26
0
    public void DoNewGame()
    {
        ViNoSaveInfo info = m_Instance.newGameInfo;

        PlayScenario(info);
    }