public CampaignData SaveNewCampaign() { var newData = new CampaignData(CurrentCampaignSequence.campaignName, CurrentCampaignIndex, FarthestCampaignIndex, CurrentCampaignIsCompleted, CampaignPlayerData); CampaignDataSlots.Add(newData); CampaignDataFileHandler.SaveCampaignData(newData); return(newData); }
public void Start() { DifficultyToModifier = new Dictionary <CampaignDifficulty, float>() { { CampaignDifficulty.Easy, EASY_MODIFIER }, { CampaignDifficulty.Normal, NORMAL_MODIFIER }, { CampaignDifficulty.Hard, HARD_MODIFIER }, { CampaignDifficulty.Lunatic, LUNATIC_MODIFIER } }; NamesToCampaignSequences = new SortedDictionary <string, CampaignSequence>(); foreach (var availableCampaign in availableCampaigns) { NamesToCampaignSequences.Add(availableCampaign.campaignName, availableCampaign); } CampaignDataSlots = CampaignDataFileHandler.LoadCampaignData(); }
public CampaignData SaveCampaign(CampaignData data) { // Overwrite existing data CampaignDataFileHandler.DeleteCampaignData(data); data.CampaignName = CurrentCampaignSequence.campaignName; data.CurrentCampaignIndex = CurrentCampaignIndex; data.FarthestCampaignIndex = FarthestCampaignIndex; data.IsCompleted = CurrentCampaignIsCompleted; data.PlayerData = CampaignPlayerData; data.Difficulty = CurrentCampaignDifficulty; data.UnitWrapperData = CampaignPlayerData.CampaignUnits.Select(unit => new UnitWrapper(unit)).ToList(); data.WeaponWrapperData = CampaignPlayerData.Weapons.Select(weapon => new WeaponWrapper(weapon)).ToList(); data.ItemWrapperData = CampaignPlayerData.Items.Select(item => new ItemWrapper(item)).ToList(); CampaignDataFileHandler.SaveCampaignData(data); CurrentCampaignSaved = true; return(data); }