public void Save(SaveLoadParameters parameters) { XmlWriterSettings xmlSettings = new XmlWriterSettings(); xmlSettings.Encoding = System.Text.Encoding.UTF8; xmlSettings.Indent = true; using (XmlWriter writer = CreateXmlWriter(xmlSettings)) { writer.WriteStartDocument(true); writer.WriteStartElement("Input"); writer.WriteAttributeString("playerOneDefault", parameters.playerOneDefault); writer.WriteAttributeString("playerTwoDefault", parameters.playerTwoDefault); writer.WriteAttributeString("playerThreeDefault", parameters.playerThreeDefault); writer.WriteAttributeString("playerFourDefault", parameters.playerFourDefault); foreach (InputConfiguration inputConfig in parameters.inputConfigurations) { WriteInputConfiguration(inputConfig, writer); } writer.WriteEndElement(); writer.WriteEndDocument(); } #if UNITY_WINRT && !UNITY_EDITOR if (_filename != null && _outputStream != null && (_outputStream is MemoryStream)) { UnityEngine.Windows.File.WriteAllBytes(_filename, ((MemoryStream)_outputStream).ToArray()); _outputStream.Dispose(); } #endif }
public SaveLoadParameters Load() { SaveLoadParameters parameters = new SaveLoadParameters(); XmlDocument doc = CreateXmlDocument(); if (doc != null) { parameters.playerOneDefault = ReadAttribute(doc.DocumentElement, "playerOneDefault"); parameters.playerTwoDefault = ReadAttribute(doc.DocumentElement, "playerTwoDefault"); parameters.playerThreeDefault = ReadAttribute(doc.DocumentElement, "playerThreeDefault"); parameters.playerFourDefault = ReadAttribute(doc.DocumentElement, "playerFourDefault"); var inputConfigNodes = doc.DocumentElement.SelectNodes("InputConfiguration"); foreach (XmlNode node in inputConfigNodes) { parameters.inputConfigurations.Add(ReadInputConfiguration(node)); } } return(parameters); }