/// <summary> /// Creates a single SaveDataItem from a single FlowchartData object. /// </summary> public virtual SaveDataItem CreateItem(FlowchartData data) { var jsonString = JsonUtility.ToJson(data, true); var newItem = new SaveDataItem(saveType.Name, jsonString); return(newItem); }
public virtual SaveDataItem ToSaveDataItem() { var thisAsJson = JsonUtility.ToJson(this, true); var typeOfThis = this.GetType(); var newItem = new SaveDataItem(typeOfThis.Name, thisAsJson); return(newItem); }
public static SaveDataItem CreateFrom <T>(T saveData) where T : SaveData { var saveType = typeof(T); var dataAsJson = JsonUtility.ToJson(saveData, true); var newItem = new SaveDataItem(saveType.Name, dataAsJson); return(newItem); }
/// <summary> /// Factory method to create a new SaveDataItem. /// </summary> public static SaveDataItem Create(string dataType, string data) { var item = new SaveDataItem(); item.dataType = dataType; item.data = data; return(item); }
public override IList <SaveDataItem> CreateItems() { // Create GameSaveData, and encode it into a SaveDataItem var gameSave = CreateSave(); var jsonSave = JsonUtility.ToJson(gameSave, true); var newItem = new SaveDataItem(saveType.Name, jsonSave); // The array has only one element, since we only made one GameSaveData return(new SaveDataItem[1] { newItem }); }
public override IList <SaveDataItem> CreateItems() { // At the time of this writing, the NarrativeLog is a singleton, so we're setting up a // one-element array. var jsonData = JsonUtility.ToJson(saveData, true); var singleItem = new SaveDataItem(saveType.Name, jsonData); var result = new SaveDataItem[1] { singleItem }; return(result); }
/// <summary> /// Encodes the passed FlowchartData group into an array of SaveDataItems. /// </summary> public virtual IList <SaveDataItem> CreateItems(IList <FlowchartData> dataGroup) { var itemGroup = new SaveDataItem[dataGroup.Count]; for (int i = 0; i < dataGroup.Count; i++) { var fcData = dataGroup[i]; var newItem = CreateItem(fcData); itemGroup[i] = newItem; } return(itemGroup); }
public override IList <SaveDataItem> CreateItems() { var saves = CreateSaves(); var items = new SaveDataItem[saves.Count]; for (int i = 0; i < saves.Count; i++) { var currentSave = saves[i]; items[i] = currentSave.ToSaveDataItem(); } return(items); }
/// <summary> /// Encodes the flowcharts in the scene to an array of SaveDataItems, and returns it. /// </summary> public override IList <SaveDataItem> CreateItems() { var flowchartSaves = CreateSaves(); var items = new SaveDataItem[flowchartSaves.Count]; for (int i = 0; i < flowchartSaves.Count; i++) { var flowchartSave = flowchartSaves[i]; var newItem = CreateItem(flowchartSave); items[i] = newItem; } return(items); }
/// <summary> /// Tries to load the passed item. Returns true if /// successful, false otherwise. /// </summary> public abstract bool Load(SaveDataItem item);