//public bool[] boolstats; public PlayerData(saving Saving) { stats = new int[180]; //boolstats = new bool[1]; stats[0] = Saving.RankStats.TotalCP; stats[1] = Saving.RankStats.milestonelist.milestones[0].currentrank; //GlidingTime stats[2] = Saving.RankStats.secondscount; stats[3] = Saving.RankStats.milestonelist.milestones[1].currentrank; //ItemsCollected stats[4] = Saving.RankStats.itemscollected; stats[5] = Saving.RankStats.milestonelist.milestones[2].currentrank; //TimePlayed stats[6] = Saving.RankStats.secondscount2; for (int x = 7; x < 60; x++) //for current amount for each item { stats[x] = Saving.RankStats.itemstats.items[x - 7].currentamount; } for (int y = 61; y < 114; y++) { stats[y] = Saving.RankStats.itemstats.items[y - 61].statamount; } for (int z = 115; z < 168; z++) { stats[z] = Saving.RankStats.itemmilestonelist.milestones[z - 115].currentrank; } for (int a = 169; a < 179; a++) { stats[a] = Saving.RankStats.menuhandler.bundlesoff[a - 169]; } //boolstats[0] = Saving.Setter.GameLoadAvailable;/* //stats[2] = Saving.Magic;*/ }
public static void SavePlayer(saving Saving) //Parameters set up for taking player class, this passes on to playerdata where it can call player class values { BinaryFormatter bf = new BinaryFormatter(); //our binary formatter FileStream Stream = new FileStream(Application.persistentDataPath + "/player.sav", FileMode.Create); // Opening a file to save to. In parameters you put where its being saved to (things in apostrophe is name of file) and how its being saved. Persistantdatapath saves to program files, its more permanent PlayerData data = new PlayerData(Saving); //calls PlayerData method with saving script as parameter. PlayerData script will get variables of saving script and set them to stats values bf.Serialize(Stream, data); //this serializes our data (values) into a binary file. Literal version : binaryformattername.Serialize(location of file, your values) Stream.Close(); //close your stream or else errors will occur }
//public bool[] boolstats; public PlayerDataReset(saving Saving) { stats2 = new int[176]; //boolstats = new bool[1]; Debug.LogError("Well this was called, the setting of new vars"); stats2[0] = 0; stats2[1] = 0; //GlidingTime stats2[2] = 0; stats2[3] = 0; //ItemsCollected stats2[4] = 0; stats2[5] = 0; //TimePlayed stats2[6] = 0; Debug.LogError("Well this was called, the setting of new vars2"); //boolstats[0] = Saving.Setter.GameLoadAvailable;/* //stats[2] = Saving.Magic;*/ }
public void saveData() { saving save = new saving(); save.coin = gameManager.manager.getgoldInfo(); //add powerups for (int i = 0; i < shopManager.instance.powerupList.Count; i++) { save.shopList.Add(shopManager.instance.powerupList[i]); } BinaryFormatter formatter = new BinaryFormatter(); FileStream stream = new FileStream(Application.persistentDataPath + "/shop.octo", FileMode.Create); formatter.Serialize(stream, save); stream.Close(); print("save"); SceneManager.LoadScene("MainMenu"); }
public void loadData() { if (File.Exists(Application.persistentDataPath + "/shop.octo")) { BinaryFormatter bFormatter = new BinaryFormatter(); FileStream stream = new FileStream(Application.persistentDataPath + "/shop.octo", FileMode.Open); saving sdata = (saving)bFormatter.Deserialize(stream); gameManager.manager.setgoldInfo(sdata.coin); stream.Close(); print("Load"); for (int i = 0; i < sdata.shopList.Count; i++) { //Update shop shopManager.instance.powerupList[i] = sdata.shopList[i]; //Update sprite shopManager.instance.updateSprite(shopManager.instance.powerupList[i].powerupID); } } }