//Save / Serialize /// <summary> /// Saves the currency to a file /// </summary> public virtual void SaveCurrency() { SerializedCurrency serializedCurrency = new SerializedCurrency(); FillSerializedCurrency(serializedCurrency); MMSaveLoadManager.Save(serializedCurrency, _saveFileNameCurrency + _saveFileExtensionCurrency, _saveFolderName); }
/// <summary> /// Saves the achievements current status to a file on disk /// </summary> public void SaveDataCollection() { SerializedDataManager serializedDataManager = new SerializedDataManager(); FillSerializedData(serializedDataManager); MMSaveLoadManager.Save(serializedDataManager, _saveFileNameUpgrades + _saveFileExtensionUpgrades, _saveFolderName); }
public virtual void SaveIntroScene() { SerializedIntro serializedIntro = new SerializedIntro(); FillSerializedIntroScene(serializedIntro); MMSaveLoadManager.Save(serializedIntro, _saveFileNameCurrency + _saveFileExtensionCurrency, _saveFolderName); }
/// <summary> /// Saves the achievements current status to a file on disk /// </summary> public void SaveGeomancers() { SerializedGeomancerManager serializedGeo = new SerializedGeomancerManager(); FillSerializedGeomancers(serializedGeo); MMSaveLoadManager.Save(serializedGeo, _saveFileNameUpgrades + _saveFileExtensionUpgrades, _saveFolderName); }
public virtual void SaveTime() { SerializedTime serializedTime = new SerializedTime(); FillSerializedTime(serializedTime); MMSaveLoadManager.Save(serializedTime, _saveFileNameUpgrades + _saveFileExtensionUpgrades, _saveFolderName); }
/// <summary> /// Saves the inventory to a file /// </summary> public virtual void SaveInventory() { SerializedInventory serializedInventory = new SerializedInventory(); FillSerializedInventory(serializedInventory); MMSaveLoadManager.Save(serializedInventory, gameObject.name + _saveFileExtension, _saveFolderName); }
/// <summary> /// Saves the achievements current status to a file on disk /// </summary> public void SaveUpgrades() { SerializedUpgradeManager serializedUpgrade = new SerializedUpgradeManager(); FillSerializedUpgrades(serializedUpgrade); MMSaveLoadManager.Save(serializedUpgrade, _saveFileNameUpgrades + _saveFileExtensionUpgrades, _saveFolderName); }
/// <summary> /// Saves the sound settings to file /// </summary> protected virtual void SaveSoundSettings() { MMSaveLoadManager.Save(Settings, _saveFileName, _saveFolderName); }