private void ResetScene(BindState state) { if (state == BindState.Pressed) { ScrollerSerializer.ReloadEntities(); this.GetGameState <SceneManager>().ReloadScenes("", true); } }
/// <summary> /// Loads a new Entity that can be used for the player. /// </summary> public static Entity LoadPlayerEntity() { var playerEntity = ScrollerSerializer.CreateEntity("Player"); //Might make this variable? playerEntity.Name = "Player" + (ScrollerBase.Instance.Players.Count() + 1).ToString(); var sc = playerEntity.GetComponent <SpriteComponent>(); sc.ColorTint = ScrollerGame.Instance.Players.Count() == 0 ? Color.Red : Color.Green; return(playerEntity); }
/// <summary> /// Insert an Entity /// </summary> /// <returns>true if succesfull, false otherwise</returns> public bool insert(ref string fileName) { xml_filename = FileManagement.open_File(".xml"); if (string.IsNullOrEmpty(xml_filename)) { return(false); } else if (EntityCollect.ContainsKey(xml_filename)) { delete(xml_filename); } fileName = xml_filename; EntityCollect.Add(xml_filename, ScrollerSerializer.Deserialize(xml_filename)); return(true); }
/// <summary> /// Serializes file with given name /// <param name="entity">Pass in Entity to Serialize</param> /// </summary> public static void Save_File_xml(Entity entity) { // Configure save file dialog box Microsoft.Win32.SaveFileDialog dlg = new Microsoft.Win32.SaveFileDialog(); dlg.FileName = "Entity.xml"; // Default file name dlg.DefaultExt = ".xml"; // Default file extension dlg.Filter = "Entity File |*.xml"; // Filter files by extension // Show save file dialog box Nullable <bool> result = dlg.ShowDialog(); // Process save file dialog box results if (result == true) { // Save document // TODO Serialize here ScrollerSerializer.Serialize(dlg.FileName, entity); } }
private void ResetSceneAtPosition(BindState state) { if (state == BindState.Pressed) { var oldPosition = Vector2.Zero; foreach (var player in this.Players) { if (!player.Character.IsDisposed) { oldPosition = player.Character.Position; break; } } ScrollerSerializer.ReloadEntities(); this.GetGameState <SceneManager>().ReloadScenes("", true); if (oldPosition != Vector2.Zero) { foreach (var player in this.Players) { player.Character.Position = oldPosition; } } } }