public void SavePlayerData() { //Create instance of serializable player data container and populate with info PlayerDataToSerialize currPlayer = new PlayerDataToSerialize(); currPlayer.Name = PlayerData.currentPlayer.Name; currPlayer.ObjectsRewarded = PlayerData.currentPlayer.ObjectsRewarded; //write to user's file FileStream file = File.Open(Application.persistentDataPath + "/" + PlayerData.currentPlayer.Name + ".dat", FileMode.Create); bf.Serialize(file, currPlayer); file.Close(); }
private void LoadPlayerData(string playerName) { if (File.Exists(Application.persistentDataPath + "/" + playerName + ".dat")) { FileStream file = File.Open(Application.persistentDataPath + "/" + playerName + ".dat", FileMode.Open); PlayerDataToSerialize player = (PlayerDataToSerialize)bf.Deserialize(file); file.Close(); PlayerData.currentPlayer.Name = player.Name; PlayerData.currentPlayer.ObjectsRewarded = player.ObjectsRewarded; } else { PlayerData.currentPlayer.Name = "Default"; PlayerData.currentPlayer.ObjectsRewarded[0] = -1; return; } }