v1.3.0, Added game saving mechanic (Done)
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@@ -182,28 +182,24 @@ public class WorldGenerator : MonoBehaviour
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public string saveGame()
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{
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Dictionary<Vector3, GameObject> tiles;
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GameObject currentTile;
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string result = "";
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int counter = 0;
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result = result + FileHandler.generateJSON("cityAmount", cityAmount) + ",\r\n";
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result = result + FileHandler.generateJSON("maxCityAmount", maxCityAmount) + ",\r\n";
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/*result = result + "'playername': " + playername + ",\r\n";
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result = result + "'maxHealth': " + maxHealth + ",\r\n";
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result = result + "'maxSecondary': " + maxSecondary + ",\r\n";
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result = result + "'secondary': " + secondary + ",\r\n";
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result = result + "'health': " + health + ",\r\n";
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result = result + "'strength': " + strength + ",\r\n";
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result = result + "'dexterity': " + dexterity + ",\r\n";
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result = result + "'intelligence': " + intelligence + ",\r\n";
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result = result + "'level': " + level + ",\r\n";
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result = result + "'experience': " + experience + ",\r\n";
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result = result + "'maxExperience': " + maxExperience + ",\r\n";
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result = result + "'race': " + race.racename + ",\r\n";
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result = result + "'role': " + role.classname + ",\r\n";
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result = result + "'points': " + points + ",\r\n";
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result = result + "'isDodging': " + isDodging + ",\r\n";
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result = result + "'killcount': " + killcount + ",\r\n";
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result = result + "'difficulty': " + difficulty;*/
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result = result + "\"currentTile\": {\r\n";
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result = result + currentTile.GetComponent<Tile>().saveTile() + "\r\n},\r\n";
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result = result + "\"Map\": {\r\n";
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foreach (GameObject tile in tiles.Values)
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{
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result = result + "\"Tile"+counter+"\": {\r\n";
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result = result + tile.GetComponent<Tile>().saveTile() + "\r\n}";
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if (counter < tiles.Count - 1)
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{
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result = result + ",\r\n";
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}
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counter++;
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}
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result = result + "\r\n}";
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return result;
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}
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}
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