public void SaveImmediately(ProfileComponents components) { Debug.Log("PROFILE: Saving profile " + components.ToString() + " immediately"); if (Flags.Check((uint)components, (uint)ProfileComponents.Preferences, Flags.CheckType.MatchAny)) { GameData.IO.SavePreferences(Current.Name, CurrentPreferences); } if (Flags.Check((uint)components, (uint)ProfileComponents.Game, Flags.CheckType.MatchAny)) { //save the whole world CurrentGame.LastTimeSaved = DateTime.Now; CurrentGame.GameTimeOffset = WorldClock.AdjustedRealTimeWithoutOffset; GameData.IO.SaveGame(CurrentGame); } else if (Flags.Check((uint)components, (uint)ProfileComponents.Character, Flags.CheckType.MatchAny)) { //just save the character //don't bother with the rest of the world CurrentGame.LastTimeSaved = DateTime.Now; CurrentGame.GameTimeOffset = WorldClock.AdjustedRealTimeWithoutOffset; GameData.IO.SaveGame(CurrentGame); } if (Flags.Check((uint)components, (uint)ProfileComponents.Profile, Flags.CheckType.MatchAny)) { GameData.IO.SaveProfile(Current); } }
public void SaveCurrent(ProfileComponents components) { Debug.Log("PROFILE: Saving current " + components.ToString()); //GameData.IO.LogPaths(); mSaveNextAvailable |= components; enabled = true; }