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Tidied up save/load methods.

master
chrisgregan 11 years ago
parent
commit
1835d9401e
  1. 11
      Assets/Fungus/Scripts/Game.cs
  2. 2
      Assets/Fungus/Scripts/GameController.cs
  3. 2
      Assets/Fungus/Scripts/SceneLoader.cs
  4. 5
      Assets/Fungus/Scripts/Variables.cs

11
Assets/Fungus/Scripts/Game.cs

@ -186,19 +186,18 @@ namespace Fungus
}
/**
* Save the current game state to persistant storage.
* Only the values, string table and current scene are stored.
* @param saveName The name of the saved game data.
* Save the current game variables to persistant storage.
* Store the currently loaded scene name so that Game.LoadGame() can automatically move to the appropriate scene.
*/
[Obsolete("Use Variables.Save() instead.")]
public void SaveGame(string saveName)
public void SaveGame()
{
SetString("_scene", Application.loadedLevelName);
Variables.Save();
}
/**
* Loads the current game state from persistant storage.
* This will cause the scene specified in the "Fungus.Scene" string to be loaded.
* This will cause the scene specified in the "_scene" string to be loaded.
* Each scene in your game should contain the necessary code to restore the current game state based on saved data.
* @param saveName The name of the saved game data.
*/

2
Assets/Fungus/Scripts/GameController.cs

@ -101,7 +101,7 @@ namespace Fungus
{
CommandQueue commandQueue = Game.GetInstance().commandQueue;
commandQueue.AddCommand(new Command.Call(delegate {
Variables.Save();
Game.GetInstance().SaveGame();
}));
}

2
Assets/Fungus/Scripts/SceneLoader.cs

@ -82,7 +82,7 @@ namespace Fungus
Game game = Game.GetInstance();
if (game != null)
{
Variables.Save();
Game.Save();
}
}

5
Assets/Fungus/Scripts/Variables.cs

@ -22,12 +22,11 @@ namespace Fungus
}
/**
* Save the variable state to persistent storage.
* The currently loaded scene name is stored so that Game.LoadGame() will automatically move to the appropriate scene.
* Save the variables state to persistent storage.
*/
static public void Save()
{
SetString("_scene", Application.loadedLevelName);
PlayerPrefs.Save();
}

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