private static void SaveActors(string path, CharacterSaveContainer actors) { string json = JsonUtility.ToJson(actors); StreamWriter sw = File.CreateText(path + ".txt"); sw.Close(); File.WriteAllText(path + ".txt", json); }
private static void SaveActors(string path, CharacterSaveContainer actors) { string json = JsonUtility.ToJson(actors); //Debug.Log ("jsoN: " + json); //Debug.Log ("save to path: " + path+ ".txt"); //Debug.Log("Saving: " + json.ToString() + " to path: " + path); StreamWriter sw = File.CreateText(path + ".txt"); sw.Close(); File.WriteAllText(path + ".txt", json); }
//public const string playerPath = "Prefabs/Player"; //Loading--------------- public static void LoadRoom(string path) { charContainer = LoadChars(path); //Debug.Log ("items to recreate: " + charContainer.actors.Count + " from: " + path); foreach (CharData data in charContainer.actors) { RecreatePersistentItem(data, data.prefabPath, data.pos, Quaternion.identity); //PersistentItem pi = RecreatePersistentItem //pi.registryCheck (); } //OnLoaded(); //ClearActorList(); }
void m_moveItem(GameObject go, string newRoom, Vector3 newPos) { PersistentItem item = go.GetComponent <PersistentItem> (); item.StoreData(); refreshPersItems(); DelCharData(item.data); CharacterSaveContainer cc = LoadChars(savePath + newRoom); // item.pos = newPos; JsonUtility.ToJson(new CharacterSaveContainer()); cc.actors.Add(item.data); Save(savePath + newRoom, cc); ResaveRoom(); }
private static CharacterSaveContainer LoadChars(string path) { if (File.Exists(path + ".txt")) { string json = File.ReadAllText(path + ".txt"); //Debug.Log ("Chars from path: " + path + " : " + json); return(JsonUtility.FromJson <CharacterSaveContainer>(json)); } else { //Debug.Log("no save data found, creating new file"); CharacterSaveContainer cc = new CharacterSaveContainer(); SaveActors(path, cc); return(cc); } }
void m_moveItem(GameObject go, string newRoom, string newID, RoomDirection newDir) { //Debug.Log ("Moving " + go.name + " to " + newRoom + " at position: " + newID + " direction: " + newDir); PersistentItem item = go.GetComponent <PersistentItem> (); //Remove the current data. item.StoreData(); refreshPersItems(); DelCharData(item.data); //load the list of things in the new room and add the current character to it CharacterSaveContainer cc = LoadChars(savePath + newRoom); item.data.targetID = newID; item.data.targetDir = newDir; cc.actors.Add(item.data); //Debug.Log ("What is this anyways?: " + item.data.targetID + " : " + item.data.targetDir); Save(savePath + newRoom, cc); ResaveRoom(); LoadChars(savePath + curRoom); }
//Saving -------------------- public static void Save(string path, CharacterSaveContainer actors) { SaveActors(path, actors); }