public void SaveData() { BinaryFormatter binForm = new BinaryFormatter(); FileStream file = File.Create(Application.persistentDataPath + "/SavedData.dat"); SavedGameData data = new SavedGameData(); data.m_playerRank = m_playerData_playerRank; data.m_playerRankStatus = m_playerData_rankStatus; data.m_playerNormalCurrency = m_playerData_currencyNormal; data.m_playerSpecialCurrency = m_playerData_currencySpecial; data.m_lastEventPlayedResult = m_playerData_lastEventPlayedResult; data.m_offlineEvents = m_playerData_eventsOffline; data.m_carsOwned = m_playerData_carsOwned; data.m_carInUseIndex = m_playerData_carSelectedIndex; data.m_lastEventSelected = m_playerData_eventActive; data.m_firstTimeOnMainMenu = m_playerData_firstTimeOnMainMenu; data.m_playerName = m_playerData_playerName; data.m_firstTimeGarage = m_playerData_firstTimeOnGaragePanel; data.m_firstTimeOfflineEvents = m_playerData_firstTimeOnGaragePanel; data.m_firstTimeSeasonalEvents = m_playerData_firstTimeOnSeasonalPanel; data.m_settingsPostProcessing = m_gameSettings_postProcessing; data.m_settingsRoadLoadDistance = m_gameSettings_nodesLoaded; binForm.Serialize(file, data); file.Close(); print("[SYSTEM]: Saving on " + Application.persistentDataPath); hasAnySavedData = true; }
static void SaveGameState() { //SERIALIZATION _currentGameState = new GameState(); _currentGameState.CurrentMoveByPlayerOne = GameHandler.CurrentMoveByPlayerOne; _currentGameState.PlayerOne = GameHandler.Player1; _currentGameState.PlayerTwo = GameHandler.Player2; _currentGameState.PlayerOne.FillArrays(); _currentGameState.PlayerTwo.FillArrays(); _jsonStateString = JsonSerializer.Serialize(_currentGameState, typeof(GameState)); File.WriteAllText(Path.Combine(Environment.CurrentDirectory, savePath), _jsonStateString); //Console.WriteLine(Path.Combine(Environment.CurrentDirectory, savePath)); //DATABASE using var db = new AppDbContext(); db.Database.Migrate(); SavedGameData data = new SavedGameData() { JsonData = _jsonStateString, TimeStamp = DateTime.Now.ToLongDateString() }; db.Add(data); //Console.WriteLine(data.JsonData); //Console.WriteLine(data.TimeStamp); db.SaveChanges(); }
public bool LoadData() { print("[SYSTEM]: Loading from " + Application.persistentDataPath); if (File.Exists(Application.persistentDataPath + "/SavedData.dat")) { BinaryFormatter binForm = new BinaryFormatter(); FileStream file = File.Open(Application.persistentDataPath + "/SavedData.dat", FileMode.Open); SavedGameData data = (SavedGameData)binForm.Deserialize(file); m_playerData_playerRank = data.m_playerRank; m_playerData_rankStatus = data.m_playerRankStatus; m_playerData_currencyNormal = data.m_playerNormalCurrency; m_playerData_currencySpecial = data.m_playerSpecialCurrency; m_playerData_lastEventPlayedResult = data.m_lastEventPlayedResult; m_playerData_eventsOffline = data.m_offlineEvents; m_playerData_carsOwned = data.m_carsOwned; m_playerData_carSelectedIndex = data.m_carInUseIndex; m_playerData_eventActive = data.m_lastEventSelected; m_playerData_firstTimeOnMainMenu = data.m_firstTimeOnMainMenu; m_playerData_playerName = data.m_playerName; m_playerData_firstTimeOnGaragePanel = data.m_firstTimeGarage; m_playerData_firstTimeOnSeasonalPanel = data.m_firstTimeSeasonalEvents; m_playerData_firstTimeOnEventPanel = data.m_firstTimeOfflineEvents; m_gameSettings_nodesLoaded = data.m_settingsRoadLoadDistance; m_gameSettings_postProcessing = data.m_settingsPostProcessing; file.Close(); // <- NO OLVIDAR NUNCA return(true); } print("[SYSTEM]: No available data found, Load failed."); return(false); }
static public SaveData GetNew() { SaveData save_data = new SaveData(); save_data.saved_game_data = SavedGameData.GetNew(); return(save_data); }
public static byte[] GetLoadedGame() { SavedGameData data = default(SavedGameData); if (PrxSavedGameGetGameData(out data) == ErrorCode.SG_OK) { return(data.data); } return(null); }
public static void save(SavedGameData sgd) { BinaryFormatter bf = new BinaryFormatter(); FileStream fs = File.Create(Application.persistentDataPath + savefilename); // application.persistentdatapath ritorna la directory dove unity può scrivere dati bf.Serialize(fs, sgd); fs.Close(); Debug.Log(sgd); }
private static SavedGameData getSGDInstance() { /* This method is a constructor method. * It will try to load the game data and return the previously saved data. If it can't find a save file, * it will create a new instance. */ SavedGameData sgd = SaveLoadManager.load(); if (sgd == null) { sgd = new SavedGameData(); } Debug.Log(sgd); return(sgd); }
public static SavedGameData load() { /* This method returns the save file, or null if the file doesn't exists */ SavedGameData sgd = null; if (File.Exists(Application.persistentDataPath + savefilename)) { BinaryFormatter bf = new BinaryFormatter(); FileStream fs = File.Open(Application.persistentDataPath + savefilename, FileMode.Open); // application.persistentdatapath ritorna la directory dove unity può scrivere dati sgd = (SavedGameData)bf.Deserialize(fs); fs.Close(); } return(sgd); }
static public SavedGameData GetNew() { SavedGameData save_game_data; save_game_data = new SavedGameData(); save_game_data.is_new_game = true; save_game_data.is_in_tutorial = false; save_game_data.eliminated_mosters_list = new List <int>(); save_game_data.eliminated_dark_mosters_list = new List <int>(); save_game_data.evolved_mosters_list = new List <int>(); save_game_data.is_in_battle = false; save_game_data.pickup_karmic_point_state_list = new List <bool>(); for (int i = 0; i != PickupKarmicPointManager.instance.pickup_karma_list.Length; ++i) { save_game_data.pickup_karmic_point_state_list.Add(true); } Debug.LogWarning("result size: " + save_game_data.pickup_karmic_point_state_list.Count); return(save_game_data); }
private static extern ErrorCode PrxSavedGameGetGameData(out SavedGameData data);
public override void StoreSavedGameData(int slotNumber, SavedGameData savedGameData) { var s = SaveSystem.Serialize(savedGameData); ES3.Save <string>(GetKey(slotNumber), s, GetFilename(slotNumber)); }
void Awake() { instance = this; LaunchLoad(); current_saved_game = save_data.saved_game_data; }