/// <summary>
        /// Loads the saved achievements file and updates the array with its content.
        /// </summary>
        public static void LoadSavedAchievements()
        {
            DeterminePath();
            SerializedMMAchievementManager serializedMMAchievementManager = (SerializedMMAchievementManager)MMSaveLoadManager.Load(typeof(SerializedMMAchievementManager), _saveFileName + _saveFileExtension, _saveFolderName);

            ExtractSerializedMMAchievementManager(serializedMMAchievementManager);
        }
        /// <summary>
        /// Saves the achievements current status to a file on disk
        /// </summary>
        public static void SaveAchievements()
        {
            DeterminePath();
            SerializedMMAchievementManager serializedMMAchievementManager = new SerializedMMAchievementManager();

            FillSerializedMMAchievementManager(serializedMMAchievementManager);
            MMSaveLoadManager.Save(serializedMMAchievementManager, _saveFileName + _saveFileExtension, _saveFolderName);
        }
        /// <summary>
        /// Serializes the contents of the achievements array to a serialized, ready to save object
        /// </summary>
        /// <param name="serializedInventory">Serialized inventory.</param>
        public static void FillSerializedMMAchievementManager(SerializedMMAchievementManager serializedAchievements)
        {
            serializedAchievements.Achievements = new SerializedMMAchievement[_achievements.Count];

            for (int i = 0; i < _achievements.Count(); i++)
            {
                SerializedMMAchievement newAchievement = new SerializedMMAchievement(_achievements[i].AchievementID, _achievements[i].UnlockedStatus, _achievements[i].ProgressCurrent);
                serializedAchievements.Achievements [i] = newAchievement;
            }
        }
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        /// <summary>
        /// Serializes the contents of the achievements array to a serialized, ready to save object
        /// </summary>
        /// <param name="serializedInventory">Serialized inventory.</param>
        public static void FillSerializedMMAchievementManager(SerializedMMAchievementManager serializedAchievements)
        {
            serializedAchievements.Achievements = new SerializedMMAchievement[Achievements.Count];

            for (int i = 0; i < Achievements.Count(); i++)
            {
                SerializedMMAchievement newAchievement = new SerializedMMAchievement(Achievements[i].AchievementID, Achievements[i].UnlockedStatus, Achievements[i].ProgressCurrent);
                serializedAchievements.Achievements [i] = newAchievement;
                //MMDebug.DebugLogTime ("Save : " + serializedAchievements.Achievements [i].AchievementID+", status : "+serializedAchievements.Achievements [i].UnlockedStatus);
            }
        }
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 /// <summary>
 /// Extracts the serialized achievements into our achievements array if the achievements ID match.
 /// </summary>
 /// <param name="serializedAchievements">Serialized achievements.</param>
 public static void ExtractSerializedMMAchievementManager(SerializedMMAchievementManager serializedAchievements)
 {
     for (int i = 0; i < Achievements.Count(); i++)
     {
         for (int j = 0; j < serializedAchievements.Achievements.Length; j++)
         {
             if (Achievements[i].AchievementID == serializedAchievements.Achievements[j].AchievementID)
             {
                 Achievements [i].UnlockedStatus  = serializedAchievements.Achievements [j].UnlockedStatus;
                 Achievements [i].ProgressCurrent = serializedAchievements.Achievements [j].ProgressCurrent;
                 //MMDebug.DebugLogTime ("Load : " + serializedAchievements.Achievements [j].AchievementID+", status : "+serializedAchievements.Achievements [j].UnlockedStatus);
             }
         }
     }
 }
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        // SAVE ------------------------------------------------------------------------------------------------------------------------------------

        /// <summary>
        /// Loads the saved achievements file and updates the array with its content.
        /// </summary>
        public static void LoadSavedAchievements()
        {
            DeterminePath();

            // if the MMSaves directory or the save file doesn't exist, there's nothing to load, we do nothing and exit
            if (!Directory.Exists(_savePath) || !File.Exists(_saveFileName))
            {
                //MMDebug.DebugLogTime("Nothing to load at "+_saveFileName);
                return;
            }
            BinaryFormatter formatter = new BinaryFormatter();
            FileStream      saveFile  = File.Open(_saveFileName, FileMode.Open, FileAccess.Read, FileShare.Read);
            SerializedMMAchievementManager serializedMMAchievementManager = (SerializedMMAchievementManager)formatter.Deserialize(saveFile);

            saveFile.Close();

            ExtractSerializedMMAchievementManager(serializedMMAchievementManager);
        }
        /// <summary>
        /// Extracts the serialized achievements into our achievements array if the achievements ID match.
        /// </summary>
        /// <param name="serializedAchievements">Serialized achievements.</param>
        public static void ExtractSerializedMMAchievementManager(SerializedMMAchievementManager serializedAchievements)
        {
            if (serializedAchievements == null)
            {
                return;
            }

            for (int i = 0; i < _achievements.Count(); i++)
            {
                for (int j = 0; j < serializedAchievements.Achievements.Length; j++)
                {
                    if (_achievements[i].AchievementID == serializedAchievements.Achievements[j].AchievementID)
                    {
                        _achievements [i].UnlockedStatus  = serializedAchievements.Achievements [j].UnlockedStatus;
                        _achievements [i].ProgressCurrent = serializedAchievements.Achievements [j].ProgressCurrent;
                    }
                }
            }
        }
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        /// <summary>
        /// Saves the achievements current status to a file on disk
        /// </summary>
        public static void SaveAchievements()
        {
            DeterminePath();

            if (!Directory.Exists(_savePath))
            {
                Directory.CreateDirectory(_savePath);
            }
            BinaryFormatter formatter = new BinaryFormatter();
            FileStream      saveFile  = File.Create(_saveFileName);

            SerializedMMAchievementManager serializedMMAchievementManager = new SerializedMMAchievementManager();

            FillSerializedMMAchievementManager(serializedMMAchievementManager);

            formatter.Serialize(saveFile, serializedMMAchievementManager);

            saveFile.Close();
        }