/// <summary> /// Set up persistence /// </summary> protected void LoadData() { m_DataSaver = new JsonSaver <TDataStore>(k_SavedGameFile); try { if (!m_DataSaver.Load(out m_DataStore)) { m_DataStore = new TDataStore(); SaveData(); } } catch (Exception) { Debug.Log("Failed to load data, resetting"); m_DataStore = new TDataStore(); SaveData(); } }
/// <summary> /// Set up persistence /// </summary> protected void LoadData() { // If it is in Unity Editor use the standard JSON (human readable for debugging) otherwise encrypt it for deployed version #if UNITY_EDITOR m_DataSaver = new JsonSaver <TDataStore>(k_SavedGameFile); #else m_DataSaver = new EncryptedJsonSaver <TDataStore>(k_SavedGameFile); #endif try { if (!m_DataSaver.Load(out m_DataStore)) { m_DataStore = new TDataStore(); SaveData(); } } catch (Exception) { Debug.Log("Failed to load data, resetting"); m_DataStore = new TDataStore(); SaveData(); } }