Beispiel #1
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    void LoadShotgun()
    {
        ShotgunSaveData data = SaveSystem.LoadShotgun();

        fDamage       = data.fShotgunDamage;
        fOverHeatRate = data.fShotgunOverheat;
    }
Beispiel #2
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    public static void SaveShotgun(Shotgun shotgun)
    {
        BinaryFormatter formatter = new BinaryFormatter();                        // allows conversion to a binary format
        string          sFilePath = Application.persistentDataPath + "/SMG.sdat"; // creates a persistant path to the save file meaning it doesn't get moved around the system

        FileStream stream = new FileStream(sFilePath, FileMode.Create);           // create the save file on the system

        ShotgunSaveData shotgunData = new ShotgunSaveData(shotgun);               // get the player information defined in the PlayerData.cs script

        formatter.Serialize(stream, shotgunData);                                 // serialize our data into a binary format
        stream.Close();                                                           // close our stream to stop leaks
    }
Beispiel #3
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    public static ShotgunSaveData LoadShotgun()
    {
        string path = Application.persistentDataPath + "/Shotgun.sdat";         // keeps a constant path to the save file

        if (File.Exists(path))
        {
            BinaryFormatter formatter = new BinaryFormatter();                       // allows conversion to a binary format
            FileStream      stream    = new FileStream(path, FileMode.Open);         // opens the save file on the system

            ShotgunSaveData data = formatter.Deserialize(stream) as ShotgunSaveData; // unserializes the save data
            stream.Close();                                                          // close our data stream to stop leaks

            return(data);
        }
        else
        {
            Debug.LogError("Save file not found in " + path);
            return(null);
        }
    }