/// <summary> /// Loads the saved data /// </summary> public virtual void Load() { InitializeSaveLoadMethod(); MMSaveLoadTestObject testObject = (MMSaveLoadTestObject)MMSaveLoadManager.Load(typeof(MMSaveLoadTestObject), FileName + SaveFileExtension, FolderName); TargetInputField.text = testObject.SavedText; }
/// <summary> /// Saves the achievements current status to a file on disk /// </summary> public static void SaveAchievements() { DeterminePath(); SerializedMMAchievementManager serializedMMAchievementManager = new SerializedMMAchievementManager(); FillSerializedMMAchievementManager(serializedMMAchievementManager); MMSaveLoadManager.Save(serializedMMAchievementManager, _saveFileName + _saveFileExtension, _saveFolderName); }
/// <summary> /// Saves the contents of the TestObject into a file /// </summary> public virtual void Save() { InitializeSaveLoadMethod(); MMSaveLoadTestObject testObject = new MMSaveLoadTestObject(); testObject.SavedText = TargetInputField.text; MMSaveLoadManager.Save(testObject, FileName + SaveFileExtension, FolderName); }
/// <summary> /// Loads the settings from file (if found) /// </summary> protected virtual void LoadGameSettings() { SaveSettings settings = (SaveSettings)MMSaveLoadManager.Load(typeof(GameObject), _saveFileName, _saveFolderName); if (settings != null) { SaveSettings = settings; } }
/// <summary> /// Loads the sound settings from file (if found) /// </summary> public virtual void LoadSoundSettings() { if (Settings.OverrideMixerSettings) { MMSoundManagerSettings settings = (MMSoundManagerSettings)MMSaveLoadManager.Load(typeof(MMSoundManagerSettings), _saveFileName, _saveFolderName); if (settings != null) { this.Settings = settings; ApplyTrackVolumes(); } } }
// SAVE ------------------------------------------------------------------------------------------------------------------------------------ /// <summary> /// Removes saved data and resets all achievements from a list /// </summary> /// <param name="listID">The ID of the achievement list to reset.</param> public static void ResetAchievements(string listID) { if (_achievements != null) { foreach (MMAchievement achievement in _achievements) { achievement.ProgressCurrent = 0; achievement.UnlockedStatus = false; } } DeterminePath(listID); MMSaveLoadManager.DeleteSave(_saveFileName + _saveFileExtension, _saveFolderName); Debug.LogFormat("Achievements Reset"); }
/// <summary> /// Loads the saved achievements file and updates the array with its content. /// </summary> public static void LoadSavedAchievements() { DeterminePath(); SerializedMMAchievementManager serializedMMAchievementManager = (SerializedMMAchievementManager)MMSaveLoadManager.Load(typeof(SerializedMMAchievementManager), _saveFileName + _saveFileExtension, _saveFolderName); ExtractSerializedMMAchievementManager(serializedMMAchievementManager); }
/// <summary> /// Resets the sound settings by destroying the save file /// </summary> public virtual void ResetSoundSettings() { MMSaveLoadManager.DeleteSave(_saveFileName, _saveFolderName); }
/// <summary> /// Saves the sound settings to file /// </summary> public virtual void SaveSoundSettings() { MMSaveLoadManager.Save(this.Settings, _saveFileName, _saveFolderName); }
/// <summary> /// Resets all saves by deleting the whole folder /// </summary> protected virtual void Reset() { MMSaveLoadManager.DeleteSaveFolder(FolderName); }
/// <summary> /// Loads the saved data /// </summary> protected virtual void Load() { InitializeSaveLoadMethod(); TestObject = (MMSaveLoadTestObject)MMSaveLoadManager.Load(typeof(MMSaveLoadTestObject), FileName + SaveFileExtension, FolderName); }
/// <summary> /// Saves the contents of the TestObject into a file /// </summary> protected virtual void Save() { InitializeSaveLoadMethod(); MMSaveLoadManager.Save(TestObject, FileName + SaveFileExtension, FolderName); }
/// <summary> /// Resets the settings by destroying the save file /// </summary> protected virtual void ResetGameSettings() { MMSaveLoadManager.DeleteSave(_saveFileName, _saveFolderName); }
/// <summary> /// Saves the settings to file /// </summary> protected virtual void SaveGameSettings() { MMSaveLoadManager.Save(SaveSettings, _saveFileName, _saveFolderName); }