Esempio n. 1
0
 public static void SaveData(IPlaygroundSavedata data)
 {
     #if !UNITY_EDITOR && (UNITY_WINRT || UNITY_WINRT_8_0 || UNITY_WINRT_8_1)
     var bf = new WinRTSerializer();
     #else
     var bf = new BinaryFormatter();
     #endif
     //Application.persistentDataPath is a string, so if you wanted you can put that into debug.log if you want to know where save games are located
     using (var file = File.Create(Application.persistentDataPath + data.FileName + (Game.isExtreme ? "Extreme" : "")))
     //you can call it anything you want
     {
         bf.Serialize(file, data);
     }
 }
Esempio n. 2
0
        public static void LoadData(ref IPlaygroundSavedata data)
        {
            if (!IsSaveDataExist(data)) return;

            #if !UNITY_EDITOR && (UNITY_WINRT || UNITY_WINRT_8_0 || UNITY_WINRT_8_1)
            var bf = new WinRTSerializer();
            #else
            var bf = new BinaryFormatter();
            #endif
            using (var file = File.Open(Application.persistentDataPath + data.FileName + (Game.isExtreme ? "Extreme" : ""), FileMode.Open))
            {
            #if !UNITY_EDITOR && (UNITY_WINRT || UNITY_WINRT_8_0 || UNITY_WINRT_8_1)
                data = (IPlaygroundSavedata)bf.Deserialize(file, data.GetType());
            #else
                data = (IPlaygroundSavedata)bf.Deserialize(file);
            #endif
            }
        }