public void Initialize() { _inGameSaveData = new InGameSaveData(); equippedRuneIdsSaveDataPath = Path.Combine(Application.persistentDataPath, "EquippedRuneIds.json"); IntializeEquippedRuneIdsSaveData(); }
private static InGameSaveData Read(string path) { InGameSaveData data; using (FileStream SaveFile = new FileStream(path, FileMode.OpenOrCreate, FileAccess.ReadWrite)) { BinaryFormatter binFormatter = new BinaryFormatter(); try { data = binFormatter.Deserialize(SaveFile) as InGameSaveData; Debug.Log("인게임 세이브 로드 성공"); } catch { Debug.Log("인게임 로드 실패 , 새로운 데이터를 만듭니다."); data = new InGameSaveData(); binFormatter.Serialize(SaveFile, data); } finally { SaveFile.Close(); } } return(data); }
public void LoadInGameDataAndLoadInGameScene() { new LogEventRequest() .SetEventKey("LoadInGameData") .Send((response) => { if (!response.HasErrors) { GSData scriptData = response.ScriptData.GetGSData("InGameData"); var data = new InGameSaveData { Chapter = (int)scriptData.GetInt("InGameChapter"), Wave = (int)scriptData.GetInt("InGameWave"), Coin = (int)scriptData.GetInt("InGameCoin"), Level = (int)scriptData.GetInt("InGameLevel"), Exp = (int)scriptData.GetInt("InGameExp"), CharacterAreaInfoList = JsonMapper.ToObject <List <CharacterInfo> >(scriptData.GetString("InGameCharacterAreaInfoList")), PrepareAreaInfoList = JsonMapper.ToObject <List <CharacterInfo> >(scriptData.GetString("InGamePrepareAreaInfoList")), AbilityEffectSaveDataList = JsonMapper.ToObject <List <AbilityEffectSaveData> >(scriptData.GetString("InGameAbilityEffectSaveDataList")), EventProbability = (int)scriptData.GetInt("InGameEventProbability") }; _inGameSaveData = data; Debug.Log("Player Data Load Successfully !"); Debug.Log($"Chapter : {_inGameSaveData.Chapter}, Wave : {_inGameSaveData.Wave}, Coin : {_inGameSaveData.Coin}, Level : {_inGameSaveData.Level}, Exp : {_inGameSaveData.Exp}"); IsLoadedData = true; StageManager.Instance.SetChapterData(data.Chapter); StageManager.Instance.SetCurrentWaveAndSetCurrentStage(_inGameSaveData.Wave); GameManager.instance.LoadGameAndLoadInGameScene(); } else { Debug.Log("Error Player Data Load"); Debug.Log(response.Errors.JSON); } }); }
public static void ClearSaveData() { saveData = new InGameSaveData(); Save(dataPath); }