void SetupGameParams(ref Sony.PS4.SavedGame.SaveLoad.SavedGameSlotParams saveParams) { saveParams.userId = 0; // by passing a userId of 0 we use the default user that started the title saveParams.titleId = null; // by passing null we use the game's title id from the publishing settings //saveParams.sizeKiB = kSaveDataMaxSize / 1024; // is this max size of the file or the folder ? }
public bool SaveData() { //invoco il salvataggio //byte[] bytes = data.WriteToBuffer(); // Sony.PS4.SavedGame.SaveLoad.SavedGameSlotParams slotParams = new Sony.PS4.SavedGame.SaveLoad.SavedGameSlotParams(); SetupGameParams(ref slotParams); // slotParams.dirName = "WTSaveDir"; // if we are autosaving we need to provide a directory 'slot' to save it in slotParams.title = "WTSaveData"; slotParams.newTitle = ""; // displayed in the box that can be selected to create a new savegame slotParams.subTitle = "WoodleTree save file"; slotParams.detail = "The save file for WoodleTree "; slotParams.iconPath = Application.streamingAssetsPath + "/SaveIcon.png"; UnityEngine.PS4.PS4PlayerPrefs.SetTitleStrings(slotParams.title, slotParams.subTitle, slotParams.detail); // Debug.LogError("Saving Game... " + slotParams.title); Debug.LogError(" Directory: " + slotParams.dirName); // optionally we can configure the save so that if the disk is full we are able to display the NOSPACE_CONTINUABLE message slotParams.noSpaceSysMsg = Sony.PS4.SavedGame.SaveLoad.DialogSysmsgType.NOSPACE_CONTINUABLE; // /*PlayerPrefs.SetInt("punteggio", DataManager.playerData.punteggio); * PlayerPrefs.SetInt("punteggiolevel1", DataManager.playerData.punteggiolevel1); * PlayerPrefs.SetInt("punteggiolevel2", DataManager.playerData.punteggiolevel2); * PlayerPrefs.SetInt("punteggiolevel3", DataManager.playerData.punteggiolevel3); * PlayerPrefs.SetInt("punteggiolevel4", DataManager.playerData.punteggiolevel4); * PlayerPrefs.SetInt("punteggiolevel5", DataManager.playerData.punteggiolevel5); * PlayerPrefs.SetInt("punteggiolevel6", DataManager.playerData.punteggiolevel6); * PlayerPrefs.SetInt("punteggiolevel7", DataManager.playerData.punteggiolevel7); * PlayerPrefs.SetInt("saltolivello6", DataManager.playerData.saltolivello6); * PlayerPrefs.SetInt("attivalevel3_3", DataManager.playerData.attivalevel3_3); * PlayerPrefs.SetInt("attivalevel4_3", DataManager.playerData.attivalevel4_3); * PlayerPrefs.SetInt("attivalevel5_3", DataManager.playerData.attivalevel5_3); * PlayerPrefs.SetInt("achievementprimolivello", DataManager.playerData.achievementprimolivello); * PlayerPrefs.SetInt("giocofinito", DataManager.playerData.giocofinito); * PlayerPrefs.SetInt("achievementbeaver", DataManager.playerData.achievementbeaver);*/ // PlayerPrefs.Save(); // Debug.LogError("SAVED"); return(true); //return Sony.PS4.SavedGame.SaveLoad.SaveGame(bytes, slotParams, true); ////-------- }
public void LoadData() { Debug.LogError("Loading Game ..."); Sony.PS4.SavedGame.SaveLoad.SavedGameSlotParams slotParams = new Sony.PS4.SavedGame.SaveLoad.SavedGameSlotParams(); // if (slotParams == null) { Debug.LogError("SLOTPARAMS call failed !!!!"); } // SetupGameParams(ref slotParams); // slotParams.dirName = "WTSaveDir"; // if we are autosaving we need to provide a directory 'slot' to save it in slotParams.title = "WTSaveData"; slotParams.newTitle = ""; // displayed in the box that can be selected to create a new savegame slotParams.subTitle = "WoodleTree save file"; slotParams.detail = "The save file for WoodleTree "; slotParams.iconPath = Application.streamingAssetsPath + "/SaveIcon.png"; Debug.LogError("Set playerprefs ..."); UnityEngine.PS4.PS4PlayerPrefs.SetTitleStrings(slotParams.title, slotParams.subTitle, slotParams.detail); // /*DataManager.playerData.punteggio = PlayerPrefs.GetInt("punteggio"); * DataManager.playerData.punteggiolevel1 = PlayerPrefs.GetInt("punteggiolevel1"); * DataManager.playerData.punteggiolevel2 = PlayerPrefs.GetInt("punteggiolevel2"); * DataManager.playerData.punteggiolevel3 = PlayerPrefs.GetInt("punteggiolevel3"); * DataManager.playerData.punteggiolevel4 = PlayerPrefs.GetInt("punteggiolevel4"); * DataManager.playerData.punteggiolevel5 = PlayerPrefs.GetInt("punteggiolevel5"); * DataManager.playerData.punteggiolevel6 = PlayerPrefs.GetInt("punteggiolevel6"); * DataManager.playerData.punteggiolevel7 = PlayerPrefs.GetInt("punteggiolevel7"); * DataManager.playerData.saltolivello6 = PlayerPrefs.GetInt("saltolivello6"); * DataManager.playerData.attivalevel3_3 = PlayerPrefs.GetInt("attivalevel3_3"); * DataManager.playerData.attivalevel4_3 = PlayerPrefs.GetInt("attivalevel4_3"); * DataManager.playerData.attivalevel5_3 = PlayerPrefs.GetInt("attivalevel5_3"); * DataManager.playerData.achievementprimolivello = PlayerPrefs.GetInt("achievementprimolivello"); * DataManager.playerData.giocofinito = PlayerPrefs.GetInt("giocofinito"); * DataManager.playerData.achievementbeaver = PlayerPrefs.GetInt("achievementbeaver");*/ }