public void ResetSave() { var playableCharactersDictionary = CreateBaseCharacterDictionary(); var cleanSave = new SaveInfos(1, gameSettings.DefaultUsername, DifficultyLevel.Medium.ToString(), gameSettings.EmptyLevelString, playableCharactersDictionary); switch (SaveSelected) { case 1: saveSlot1 = cleanSave; UpdateSave(SaveSelected); break; case 2: cleanSave.Id = 2; saveSlot2 = cleanSave; UpdateSave(SaveSelected); break; case 3: cleanSave.Id = 3; saveSlot3 = cleanSave; UpdateSave(SaveSelected); break; } }
private void InitiateSaveInfo(string username, string difficultyLevel, string levelName, Dictionary <string, bool> characterStatus) { saveSlot1 = new SaveInfos(1, username, difficultyLevel, levelName, characterStatus); saveSlot2 = new SaveInfos(2, username, difficultyLevel, levelName, characterStatus); saveSlot3 = new SaveInfos(3, username, difficultyLevel, levelName, characterStatus); }
private void CreateSave(SaveInfos saveSlot) { saveGameRepo.Insert(saveSlot); foreach (var character in saveSlot.CharacterInfos) { characterStatusRepo.Insert(character); } }
/// <summary> /// Check for existing saves in the database, if there are, we load those saves, otherwise, we create them as "new saves" /// </summary> private void CheckForExistingSaves() { List <SaveInfos> saves = FindAll(); if (saves.Count == 0) { CreateSave(saveSlot1); CreateSave(saveSlot2); CreateSave(saveSlot3); } else { saveSlot1 = saves[0]; saveSlot2 = saves[1]; saveSlot3 = saves[2]; } }
public SaveInfos GetCurrentSaveSelectedInfos() { SaveInfos currentSave = new SaveInfos(); switch (SaveSelected) { case 1: currentSave = saveSlot1; break; case 2: currentSave = saveSlot2; break; case 3: currentSave = saveSlot3; break; } return(currentSave); }
public void DeleteSave(SaveInfos saveSlot) { characterStatusRepo.Delete(saveSlot.Id); saveGameRepo.Delete(saveSlot.Id); }