Add options de- and se-rialization
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using System.Collections;
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using UnityEngine;
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using System.Collections.Generic;
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using System.IO;
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using UnityEngine;
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using System;
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using System.Xml.Serialization;
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namespace NeonTea.Quakeball {
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namespace NeonTea.Quakeball {
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/// <summary>Container for user-selected options.</summary>
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/// <summary>Container for user-selected options.</summary>
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[XmlRootAttribute("Options")]
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public class OptionsData {
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public class OptionsData {
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// DO NOT REMOVE OR CHANGE EXISTING FIELDS AFTER RELEASE TO AVOID BREAKING EXISTING CONFIGURATIONS
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// New fields are fine though, the defaults will be used.
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public bool InvertVerticalLook = false;
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public bool InvertVerticalLook = false;
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public float LookSensitivity = 0.15f;
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public float LookSensitivity = 0.1f;
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}
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}
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public class Options : MonoBehaviour {
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/// <summary>A collection of functions to access user-specific configuration.</summary>
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private static OptionsData Singleton = new OptionsData();
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public static class Options {
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private static string OptionsDirectory = Path.Combine(Environment.GetFolderPath(Environment.SpecialFolder.ApplicationData), "Quakeball");
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private static string OptionsPath = Path.Combine(OptionsDirectory, "Config.xml");
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private static OptionsData Singleton = Load();
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public static OptionsData Get() {
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public static OptionsData Get() {
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return Singleton;
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return Singleton;
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}
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}
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public static void Save(OptionsData options) {
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XmlSerializer Serializer = new XmlSerializer(typeof(OptionsData));
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Directory.CreateDirectory(OptionsDirectory);
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FileStream OptionsFile = File.Create(OptionsPath);
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Serializer.Serialize(OptionsFile, options);
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OptionsFile.Close();
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}
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public static OptionsData Load() {
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try {
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XmlSerializer Serializer = new XmlSerializer(typeof(OptionsData));
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FileStream OptionsFile = File.OpenRead(OptionsPath);
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OptionsData Options = (OptionsData)Serializer.Deserialize(OptionsFile);
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OptionsFile.Close();
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return Options;
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} catch (Exception) {
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return new OptionsData();
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}
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}
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}
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}
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}
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}
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