public roomsimple(/*float Xpos, float Ypos,*/ float Width, float Height, Vector2 Center, List<Vector2> Walls, List<Vector2> Floortiles, float Xpos, float Ypos) { //xpos = Xpos; //ypos = Ypos; width = Width; height = Height; xpos = Xpos; ypos = Ypos; center.Fill(Center); foreach(Vector2 v2 in Walls){ Vector2Serializer tempwall = new Vector2Serializer(); tempwall.Fill(v2); walls.Add(tempwall); } foreach(Vector2 v2 in Floortiles){ Vector2Serializer tempfloor = new Vector2Serializer(); tempfloor.Fill(v2); floortiles.Add(tempfloor); } }
public void Load() { if (File.Exists(Application.persistentDataPath + "/saves.dat")) { BinaryFormatter bf = new BinaryFormatter(); FileStream file = File.Open(Application.persistentDataPath + "/saves.dat", FileMode.Open); playerData data = (playerData)bf.Deserialize(file); file.Close(); tutorial = data.tutorial; inCorso = data.inCorso; punteggio = data.punteggio; giocate = data.giocate; score = data.score; partita = data.partita; setpalla = data.setpalla; velocitaInz = data.velocitaInz; pallaVel = data.pallaVel; pallaPos = data.pallaPos; puntatore = data.puntatore; } }
public TileSerializer(Tile tile) { _coords = new Vector2Serializer(tile._coords.x, tile._coords.y); _rank = tile._rank; _hasEnemy = tile._hasEnemy; _enemyIndex = tile._enemyIndex; _terrain = tile._terrain; _cleared = tile._cleared; }
public DictSerializer(Vector2Serializer serializer, TileSerializer tileSerializer) { _serializer = serializer; _tileSerializer = tileSerializer; }