public void loaddetails()
    {
        saveFile data = SaveSystem.LoadFile();

        val = data.valueee;
        textt.GetComponent <Text>().text = val.ToString();
    }
Example #2
0
    public void loadData()
    {
        saveFile data = saveSystem.loadData();

        if (data == null)
        {
        }
        else
        {
            playerlevel = data.playerlevel;
            playerMoney = data.playerMoney;
            currentXP   = data.currentXP;
            targetXP    = data.targetXP;
            highScore   = data.highScore;

            totalEnemiesDestroyed = data.totalEnemiesDestroyed;
            totalScore            = data.totalScore;
            totalGamesPlayed      = data.totalGamesPlayed;
            totalXP         = data.totalXP;
            totalHighScores = data.totalHighScores;

            gameVolume = data.gameVolume;

            //Endless progress
            completedEndlessLevel1 = data.completedEndlessLevel1;
            completedEndlessLevel2 = data.completedEndlessLevel2;
            completedEndlessLevel3 = data.completedEndlessLevel3;
            completedEndlessLevel4 = data.completedEndlessLevel4;
            completedEndlessLevel5 = data.completedEndlessLevel5;

            //Survival progress
            completedSurvivalLevel1 = data.completedSurvivalLevel1;
            completedSurvivalLevel2 = data.completedSurvivalLevel2;
            completedSurvivalLevel3 = data.completedSurvivalLevel3;
            completedSurvivalLevel4 = data.completedSurvivalLevel4;
            completedSurvivalLevel5 = data.completedSurvivalLevel5;

            //Elimination progress
            completedEliminationLevel1 = data.completedEliminationLevel1;
            completedEliminationLevel2 = data.completedEliminationLevel2;
            completedEliminationLevel3 = data.completedEliminationLevel3;
            completedEliminationLevel4 = data.completedEliminationLevel4;
            completedEliminationLevel5 = data.completedEliminationLevel5;

            //Skin Unlocks
            skin1Unlocked  = data.skin1Unlocked;
            skin2Unlocked  = data.skin2Unlocked;
            skin3Unlocked  = data.skin3Unlocked;
            skin4Unlocked  = data.skin4Unlocked;
            skin5Unlocked  = data.skin5Unlocked;
            skin6Unlocked  = data.skin6Unlocked;
            skin7Unlocked  = data.skin7Unlocked;
            skin8Unlocked  = data.skin8Unlocked;
            skin9Unlocked  = data.skin9Unlocked;
            skin10Unlocked = data.skin10Unlocked;
            skinCount      = data.skinCount;
            skinOfChoice   = data.skinOfChoice;
        }
    }
    public static void saveData(Game_Data Game_Data)
    {
        BinaryFormatter formatter = new BinaryFormatter();
        string          path      = Application.persistentDataPath + "/gameData.Sav"; // sets save path relative to correct base destination
        FileStream      stream    = new FileStream(path, FileMode.Create);

        saveFile File = new saveFile(Game_Data);  // creates a new save file using current game data as input for the file

        formatter.Serialize(stream, File);
        stream.Close();
    }
Example #4
0
    public static void SaveFile(increee i)
    {
        BinaryFormatter formatter = new BinaryFormatter();
        string          path      = Application.persistentDataPath + "/player.txt";
        FileStream      stream    = new FileStream(path, FileMode.Create);

        saveFile data = new saveFile(i);

        formatter.Serialize(stream, data);
        stream.Close();
    }
Example #5
0
    public static void Save()
    {
        
        BinaryFormatter bf = new BinaryFormatter();
        //Application.persistentDataPath is a string, so if you wanted you can put that into debug.log if you want to know where save games are located
        FileStream file = File.Create(Application.persistentDataPath + data); //you can call it anything you want

        saveFile sf = new saveFile();
        sf.LevelsComplete = LevelsComplete;
        sf.LevelsUnlocked = LevelsUnlocked;
        sf.WeaponsUnlocked = WeaponsUnlocked;
        sf.Score = Score;
        bf.Serialize(file, sf);
        file.Close();
    }
Example #6
0
 public static void Load()
 {
     if (File.Exists(Application.persistentDataPath + data))
     {
         BinaryFormatter bf = new BinaryFormatter();
         FileStream file = File.Open(Application.persistentDataPath + data, FileMode.Open);
         saveFile sf = (saveFile)bf.Deserialize(file);
         file.Close();
         LevelsUnlocked = sf.LevelsUnlocked;
         LevelsComplete = sf.LevelsComplete;
         WeaponsUnlocked = sf.WeaponsUnlocked;
         if (sf.Score != null)
             Score = sf.Score;
         else
             Score = new int[28];
     }
 }
    public static saveFile loadData()
    {
        string path = Application.persistentDataPath + "/gameData.Sav";

        if (File.Exists(path))
        {
            BinaryFormatter formatter = new BinaryFormatter();
            FileStream      stream    = new FileStream(path, FileMode.Open);

            saveFile File = formatter.Deserialize(stream) as saveFile;
            stream.Close();

            return(File);
        }
        else  // error handling
        {
            Debug.LogError("Save file to load not found");
            return(null);
        }
    }
Example #8
0
    public static saveFile LoadFile()
    {
        string path = Application.persistentDataPath + "/player.txt";

        if (File.Exists(path))
        {
            BinaryFormatter formatter = new BinaryFormatter();
            FileStream      stream    = new FileStream(path, FileMode.Open);

            saveFile data = formatter.Deserialize(stream) as saveFile;
            stream.Close();

            return(data);
        }
        else
        {
            Debug.LogError("NO FILE FOUND!" + path);
            return(null);
        }
    }