public static void _CharLoad(int _FileNumber, LoadButtonSC LBSC) { BinaryFormatter _BF = new BinaryFormatter(); FileStream file = File.Open(Application.persistentDataPath + "/CharSave" + _FileNumber + ".dat", FileMode.Open); CharSaveCon data = (CharSaveCon)_BF.Deserialize(file); LBSC._Scene = data._Scene; LBSC._HP_Max = data._HP_Max; LBSC._PlayTime = data._PlayTime; LBSC._SwordMax = data._SwordMax; LBSC._Money = data._Money; LBSC._HaveVessel = data._HaveVessel; LBSC._SlashAtkLv = data._SlashAtkLv; LBSC._ShotAtkLv = data._ShotAtkLv; LBSC._AtkSpeedLv = data._AtkSpeedLv; LBSC._WarpLv = data._WarpLv; LBSC._SwordSizeLv = data._SwordSizeLv; LBSC._PermanentFlag = data._PermanentFlag; file.Close(); LBSC._ChangeText(); }
public static void _CharSave() { Lumia_SC _LSC = StageManagerSC._LumiaInst.GetComponent <Lumia_SC>(); BinaryFormatter _BF = new BinaryFormatter(); FileStream file = File.Create(Application.persistentDataPath + "/CharSave" + _LSC._FileNumber + ".dat"); CharSaveCon data = new CharSaveCon(); data._Scene = _LSC._SavedScene; data._HP_Max = _LSC._Hitbox.GetComponent <LumiaHitboxSC>()._HP_Max; data._PlayTime = _LSC._PlayTime; data._SwordMax = _LSC._SwordMax; data._Money = _LSC._Money; data._HaveVessel = _LSC._HaveVessel; data._SlashAtkLv = _LSC._SlashAtkLv; data._ShotAtkLv = _LSC._ShotAtkLv; data._AtkSpeedLv = _LSC._AtkSpeedLv; data._WarpLv = _LSC._WarpLv; data._SwordSizeLv = _LSC._SwordSizeLv; data._PermanentFlag = _LSC._PermanentFlag; _BF.Serialize(file, data); file.Close(); Debug.Log("캐릭터 데이터가 " + _LSC._FileNumber + "번 파일에 저장되었습니다." + data._HP_Max); }