protected void OnAdRewarded(object _sender, Reward _args) { Debug.Log("AdRewarded!!!"); if (_args != null) { Debug.Log("AdRewardedRewardType[" + _args.Type + "]"); Debug.Log("AdRewardedRewardAmount[" + _args.Amount.ToString() + "]"); } json = File.ReadAllText(Application.persistentDataPath + "/data.json");//読み取ってるよ json = encryption.DecryptString(json); savedata sv = new savedata(); JsonUtility.FromJsonOverwrite(json, sv);//読み取ったのを変換してるよ sv._yobi1 = sv._yobi1 + 250; json = JsonUtility.ToJson(sv); json = encryption.EncryptString(json); File.WriteAllText(Application.persistentDataPath + "/data.json", json);//結局これでよかった mypoint mp = scriptbox.GetComponent <mypoint>(); mp.Load(); // DailyBonusData.Instance.addSpecialBonusNotice("AD_REWARD_1"); IsActive = true; }
public void Saving() { // we can save everything in the savedata class. savedata data = new savedata(); // save the character points data.char_points = game_manager.gameManager.get_points(); // save the weapon the player is currently using data.current_weapon_id = game_manager.gameManager.currentWeaponID; // add all weapons from the weapon shoplist for (int i = 0; i < shop_system.shop.weapon_list.Count; i++) { data.shoplist.Add(shop_system.shop.weapon_list[i]); } BinaryFormatter bf = new BinaryFormatter(); FileStream stream_items = new FileStream("./shop_info.save", FileMode.Create); // serialize the data bf.Serialize(stream_items, data); stream_items.Close(); print("Saved shop state!"); SceneManager.LoadScene(2); }
void Start() { //jsonの初回ロード json = File.ReadAllText(Application.persistentDataPath + "/data.json");//読み取ってるよ savedata sv = new savedata(); json = encryption.DecryptString(json); JsonUtility.FromJsonOverwrite(json, sv);//読み取ったのを変換してるよ jiki = sv._jiki; //jiki = 10; //ここから if (jikimat = Resources.Load <Material>("Materials/no" + jiki)) { firsttriangle.GetComponent <SpriteRenderer>().material = jikimat; Debug.Log(jiki + "じゃん"); matFound = true; } else { jikispr = Resources.Load <Sprite>("Materials/no" + jiki); firsttriangle.GetComponent <SpriteRenderer>().sprite = jikispr; Debug.Log("ないじゃn"); } //ここまで //自機色決定 // mycolor = new Color(0, 1, 1, 1); // //自機色決定 // mycolor = new Color(0, 1, 1, 1); // aroundcolor = new Color(1, 0, 1, 1); firsttriangle.GetComponent <SpriteRenderer>().color = mycolor; firsttriangle.GetComponent <SpriteRenderer>().color = mycolor; //周りの色決定 patternset pm = BigTriangleNOW.GetComponent <patternset>(); relay pmm = BigBigTriangleNOW.GetComponent <relay>(); relay1 pmmm = BigBigBigTriangleNOW.GetComponent <relay1>(); relay1 pup = Triup_third.GetComponent <relay1>(); relay1 pleft = Trileft_third.GetComponent <relay1>(); relay1 pright = Triright_third.GetComponent <relay1>(); pm.aroundcolorchange(); pmm.aroundcolorchange(); pmmm.aroundcolorchange(); pup.aroundcolorchange(); pleft.aroundcolorchange(); pright.aroundcolorchange(); SE_container se = scriptbox.GetComponent <SE_container>();//スコアを取得 se.SEswitch(sv._sound); se.BGMswitch(sv._BGM); }
void Awake() { curId = 0; scale = 5F; ColorClass.Initialize(); instatiatedObj = new List <BaseObj> (); m_savedata = record.load(); if (m_savedata != null) { if (m_savedata.m_general != null) { if (m_savedata.m_general.curId <= 0) { m_savedata.m_general.curId = 0; } if (m_savedata.m_general.scale <= 0) { m_savedata.m_general.scale = scale; } } else { curId = m_savedata.m_general.curId; scale = m_savedata.m_general.scale; } } instance = this; instanceThisGameObject = this.gameObject; }
public void Load() { // //Debug.Log (" ++++++++++++ Load Data +++++++++++++++"); data = RMS.Load(); if (data != null) { MC_Gold = data.MC_Gold; MC_Ruby = data.MC_Ruby; MC_PlaneID = data.MC_PlaneID; MC_BotLeftID = data.MC_BotLeftID; MC_BotRightID = data.MC_BotRightID; List_Planes.Clear(); foreach (int i in data.MC_Planes) { List_Planes.Add(i); } List_Bots.Clear(); foreach (int i in data.MC_Bots) { List_Bots.Add(i); } } }
public void SaveData(FarPoint.Win.Spread.SheetView obj_sheet) { //清空存放数据列表 SDL317.Clear(); //市辖部分的行号 int SXrow = fc.Sheet_Find_Value(obj_sheet, 0, "1"); //县级部分的行号 int XJrow = fc.Sheet_Find_Value(obj_sheet, 0, "2"); //差为电压等级数 int DYnum = XJrow - SXrow; //存在电压等级 if (DYnum != 0) { //市辖供电区加上县级供电区的四个分区,共有5个分区,加上县级合计有6个分区 for (int row = SXrow; row < obj_sheet.RowCount - DYnum; row++) { savedata tempdata = new savedata(); //县级合计部分跳过 if (row == XJrow) { row = row + DYnum; } string no = fc.Sheet_find_Rownotemptycell(obj_sheet, row, 0); string dy = obj_sheet.Cells[row, 2].Value.ToString(); tempdata.no = no; tempdata.dy = dy; tempdata.data = obj_sheet.GetValue(row, 6); SDL317.Add(tempdata); } } }
public void Load() { if (File.Exists("./shop_info.save")) { print("Loading shop state!"); BinaryFormatter bf = new BinaryFormatter(); FileStream stream_items = new FileStream("./shop_info.save", FileMode.Open); savedata data = (savedata)bf.Deserialize(stream_items); game_manager.gameManager.set_char_points(data.char_points); game_manager.gameManager.currentWeaponID = data.current_weapon_id; stream_items.Close(); //After loading the shop state into shoplist, we will for loop through shoplist and populate the shop accordingly for (int i = 0; i < data.shoplist.Count; i++) { // update the shop state with what we saved. shop_system.shop.weapon_list[i] = data.shoplist[i]; //update item holder shop_system.shop.update_sprite(shop_system.shop.weapon_list[i].weapon_id); // update the buttons shop_system.shop.update_buy_button(game_manager.gameManager.currentWeaponID); } } else { print("No previously saved avatar shop state exists!"); } }
public void SaveData() { BinaryFormatter bf = new BinaryFormatter(); FileStream file = File.Create("save.RB"); savedata savedata = new savedata(); //finds all the players for (int i = 0; i < battlehandler.BSM.players.Count; i++) { savedata.playerdat.Add(new playerdata()); } //saving money, shop items and enemyGeneration savedata.money = ModeHandler.money; savedata.shop_phase = ModeHandler.modehandler.ShopMenu.levelReqSelection; foreach (FoodStuffs food in ModeHandler.modehandler.ShopMenu.foodlist) { savedata.shopFood.Add(food.foodName); } foreach (Move move in ModeHandler.modehandler.ShopMenu.moveList) { savedata.shopMoves.Add(move); } foreach (Character chara in ModeHandler.modehandler.ShopMenu.characterList) { savedata.shopCharacters.Add(chara); } //savedata.shopFood = ModeHandler.modehandler.ShopMenu.foodlist; //savedata.shopMoves = ModeHandler.modehandler.ShopMenu.moveList; //savedata.shopCharacters = ModeHandler.modehandler.ShopMenu.characterList; savedata.eGenPhase = battlehandler.BSM.eGen.currentPhase; //save all the exp, levels and stuff for (int i = 0; i < battlehandler.BSM.players.Count; i++) { PlayerCharacter player = (PlayerCharacter)battlehandler.BSM.players[i]; savedata.playerdat[i].attack = player.attack; savedata.playerdat[i].exptoNextLevel = player.exptoNextLevel; savedata.playerdat[i].exp = player.exp; savedata.playerdat[i].level = player.level; savedata.playerdat[i].maxSpecialPoints = player.maxSpecialPoints; savedata.playerdat[i].maxHealth = player.maxHealth; savedata.playerdat[i].defence = player.defence; savedata.playerdat[i].intelligence = player.intelligence; savedata.playerdat[i].foodItem = (player.foodItem != null) ? player.foodItem.name : null; savedata.playerdat[i].foodTurn = player.foodTurn; savedata.playerdat[i].name = player.name; savedata.playerdat[i].id = i; savedata.playerdat[i].moves = player.moves; } bf.Serialize(file, savedata); file.Close(); print("saved"); Destroy(this.gameObject); }
public SerializedSaveData ConvertFromOldData(savedata oldData) { SerializedSaveData newData = new SerializedSaveData(); newData.objectList = oldData.list1; newData.terrianHeights = oldData.heights; return(newData); }
public void Load() { if (File.Exists(Application.dataPath + "/saves/SaveData.dat")) { BinaryFormatter bf = new BinaryFormatter(); FileStream file = File.Open(Application.dataPath + "/saves/SaveData.dat", FileMode.Open); data = (savedata)bf.Deserialize(file); CopyLoadData(); file.Close(); } }
public void Load() { if (File.Exists(Application.dataPath + "/saves.SaveData.dat")) { BinaryFormatter bf = new BinaryFormatter(); FileStream file = File.Open(Application.dataPath + "/saves/SaveData.dat", FileMode.Open); data = (savedata)bf.Deserialize(file); CopyLoadData(); file.Close(); GameObject.FindGameObjectWithTag("MainCamera").GetComponent <Master>().desktops = profiles; GameObject.FindGameObjectWithTag("MainCamera").GetComponent <Master>().fileBook = bookmarks; } }
public static void Save(savedata data) { if (!Directory.Exists(Application.dataPath + "/SaveLoad")) { Directory.CreateDirectory(Application.dataPath + "/SaveLoad"); } BinaryFormatter bf = new BinaryFormatter(); FileStream file = File.Create(Application.dataPath + "/SaveLoad/RMS.dat"); bf.Serialize(file, data); file.Close(); }
public void Debugkane() { savedata sv = new savedata(); json = File.ReadAllText(Application.persistentDataPath + "/data.json"); //読み取ってるよ json = encryption.DecryptString(json); JsonUtility.FromJsonOverwrite(json, sv); //読み取ったのを変換してるよ sv._yobi1 += 100000; json = JsonUtility.ToJson(sv); json = encryption.EncryptString(json); File.WriteAllText(Application.persistentDataPath + "/data.json", json);//結局これでよかった }
public void Save() { savedata saveData = new savedata(); saveData.sceneName = currentScene; saveData.playerHP = playerHP; FileStream fileStream = File.Create(Application.persistentDataPath + "/save.dat"); Debug.Log("저장 파일 생성"); BinaryFormatter binaryFormatter = new BinaryFormatter(); binaryFormatter.Serialize(fileStream, saveData); fileStream.Close(); }
public void Load() { if (File.Exists(Application.persistentDataPath + "/save.dat") == true) { FileStream fileStream = File.Open(Application.persistentDataPath + "/save.dat", FileMode.Open); if (fileStream != null && fileStream.Length > 0) { BinaryFormatter binaryFormatter = new BinaryFormatter(); savedata savedata = (savedata)binaryFormatter.Deserialize(fileStream); playerHP = savedata.playerHP; UiManager.instance.PlayerHP(); currentScene = savedata.sceneName; fileStream.Close(); } } }
// Update is called once per frame public void Debug() { savedata sv = new savedata(); json = File.ReadAllText(Application.persistentDataPath + "/data.json"); //読み取ってるよ json = encryption.DecryptString(json); JsonUtility.FromJsonOverwrite(json, sv); //読み取ったのを変換してるよ for (int i = 0; i < 31; i++) { sv._jikiflag[i] = true; //getflag = 19; } json = JsonUtility.ToJson(sv); json = encryption.EncryptString(json); File.WriteAllText(Application.persistentDataPath + "/data.json", json);//結局これでよかった }
public void SaveData(FarPoint.Win.Spread.SheetView obj_sheet) { //清空存放数据列表 SDL318_19.Clear(); //市辖部分的行号 int SXrow = fc.Sheet_Find_Value(obj_sheet, 0, "市辖供电区"); //县级部分的行号 int XJrow = fc.Sheet_Find_Value(obj_sheet, 0, "县级供电区"); //为-1时表示没找到,也就是电压等级为0个 if (SXrow != -1) { //市辖供电区中第一行第二列的“合计”部分合并的行数就是电压等级数 //int dysum = obj_sheet.Cells[SXrow, 1].RowSpan; int dysum = 1; //存储市辖部分除合计以外的数据 for (int row = SXrow + dysum; row < XJrow; row++) { savedata tempdata = new savedata(); tempdata.DQ = "市辖供电区"; tempdata.areaname = fc.Sheet_find_Rownotemptycell(obj_sheet, row, 1); for (int col = 2; col < 6; col++) { tempdata.data[col - 2] = obj_sheet.GetValue(row, col); } SDL318_19.Add(tempdata); } //存储县级部分除合计以外的数据 for (int row = XJrow + dysum; row < obj_sheet.RowCount; row++) { savedata tempdata = new savedata(); tempdata.DQ = "县级供电区"; tempdata.areaname = fc.Sheet_find_Rownotemptycell(obj_sheet, row, 1); for (int col = 2; col < 6; col++) { tempdata.data[col - 2] = obj_sheet.GetValue(row, col); } SDL318_19.Add(tempdata); } } }
public void SaveData(FarPoint.Win.Spread.SheetView obj_sheet) { SDL3_7_3.Clear(); //用于更新时保存用户数据 for (int row = 5; row < obj_sheet.Rows.Count; row++) { if (obj_sheet.Cells[row, 1].Value.ToString() != "合计") { savedata tempsd = new savedata(2, 3); tempsd.DQ = fc.Sheet_find_Rownotemptycell(obj_sheet, row, 0); tempsd.AreaName = fc.Sheet_find_Rownotemptycell(obj_sheet, row, 1); if (obj_sheet.Cells[row, 4].Value != null) { tempsd.data[0, 0] = obj_sheet.GetValue(row, 4); } if (obj_sheet.Cells[row, 7].Value != null) { tempsd.data[0, 1] = obj_sheet.GetValue(row, 7); } if (obj_sheet.Cells[row, 14].Value != null) { tempsd.data[0, 2] = obj_sheet.GetValue(row, 14); } if (obj_sheet.Cells[row + 1, 4].Value != null) { tempsd.data[1, 0] = obj_sheet.GetValue(row + 1, 4); } if (obj_sheet.Cells[row + 1, 7].Value != null) { tempsd.data[1, 1] = obj_sheet.GetValue(row + 1, 7); } if (obj_sheet.Cells[row + 1, 14].Value != null) { tempsd.data[1, 2] = obj_sheet.GetValue(row + 1, 14); } SDL3_7_3.Add(tempsd); } //行号加一 row++; } }
public static savedata load() { savedata data_tmp = null; if (PlayerPrefs.HasKey("savedata")) { data_tmp = prefload <savedata>("savedata"); } else { data_tmp = new savedata(); data_tmp.m_general = new GeneralData(); data_tmp.m_obj = new ObjectsData[0]; /* * data_tmp.m_stockitem = new stockitem(); * data_tmp.m_bookkeeping = new bookkeepingdata(); * data_tmp.m_gamesetting = new gamesetting(); * data_tmp.m_lithograph = new lithhographdata(); */ } return(data_tmp); }
public void SaveData(FarPoint.Win.Spread.SheetView obj_sheet) { SDL33_1.Clear(); //返回县级供电区开始行号 int xjrow = fc.Sheet_Find_Value(obj_sheet, 0, "县级供电区"); for (int row = 3; row < obj_sheet.RowCount; row++) { if (row != xjrow) { savedata tempdata = new savedata(); tempdata.DQ = fc.Sheet_find_Rownotemptycell(obj_sheet, row, 0); tempdata.areaname = obj_sheet.Cells[row, 1].Value.ToString(); tempdata.data[0] = obj_sheet.GetValue(row, 2); tempdata.data[1] = obj_sheet.GetValue(row, 3); tempdata.data[2] = obj_sheet.GetValue(row, 4); tempdata.data[3] = obj_sheet.GetValue(row, 5); tempdata.data[4] = obj_sheet.GetValue(row, 6); SDL33_1.Add(tempdata); } } }
public void SaveData(FarPoint.Win.Spread.SheetView obj_sheet) { //清空存放数据列表 SDL317_17.Clear(); //市辖部分的行号 int SXrow = fc.Sheet_Find_Value(obj_sheet, 0, "市辖供电区"); //县级部分的行号 int XJrow = fc.Sheet_Find_Value(obj_sheet, 0, "县级供电区"); //为-1时表示没找到,也就是电压等级为0个 if (SXrow != -1) { //市辖供电区中第一行第二列的“合计”部分合并的行数就是电压等级数 int dysum = obj_sheet.Cells[SXrow, 1].RowSpan; //存储市辖部分除合计以外的所有行的第7列数据 for (int row = SXrow + dysum; row < XJrow; row++) { savedata tempdata = new savedata(); tempdata.DQ = "市辖供电区"; tempdata.areaname = fc.Sheet_find_Rownotemptycell(obj_sheet, row, 1); tempdata.dy = obj_sheet.Cells[row, 2].Value.ToString(); tempdata.data = obj_sheet.GetValue(row, 6); SDL317_17.Add(tempdata); } //存储县级部分除合计以外的所有行的第7列数据 for (int row = XJrow + dysum; row < obj_sheet.RowCount; row++) { savedata tempdata = new savedata(); tempdata.DQ = "县级供电区"; tempdata.areaname = fc.Sheet_find_Rownotemptycell(obj_sheet, row, 1); tempdata.dy = obj_sheet.Cells[row, 2].Value.ToString(); tempdata.data = obj_sheet.GetValue(row, 6); SDL317_17.Add(tempdata); } } }
// Use this for initialization void Start() { //jsonの初回ロード json = File.ReadAllText(Application.persistentDataPath + "/data.json");//読み取ってるよ json = encryption.DecryptString(json); savedata sv = new savedata(); JsonUtility.FromJsonOverwrite(json, sv);//読み取ったのを変換してるよ //sv._jiki = 16; switch (sv._jiki) { case 16: Debug.Log("いいぞー"); Mcamera.GetComponent <SepiaTone>().enabled = true; break; case 17: parti0.SetActive(true); parti1.SetActive(true); parti2.SetActive(true); parti3.SetActive(true); parti4.SetActive(true); break; case 18: Mcamera.GetComponent <MotionBlur>().enabled = true; break; case 19: Mcamera.GetComponent <Twirl>().enabled = true; break; case 32: Rainbow.SetActive(true); break; } }
public void Load(string name) { if (File.Exists(Application.persistentDataPath + Path.DirectorySeparatorChar + "saves" + Path.DirectorySeparatorChar + name + ".dat")) { BinaryFormatter bf = new BinaryFormatter(); FileStream file = File.Open(Application.persistentDataPath + "/saves/" + name + ".dat", FileMode.Open); try { try { data = (SerializedSaveData)bf.Deserialize(file); } catch (InvalidCastException ex) { savedata oldData = null; // If this is an old save file, convert it. oldData = (savedata)bf.Deserialize(file); data = ConvertFromOldData(oldData); isOldFile = true; } } catch (SerializationException exs) { List <string> s = new List <string>(); s.Add("Back to Main Menu"); WindowUI wui = new WindowUI(WindowImage.ERROR, WindowType.OK, s, "Unable to Load World", "It looks like the world could not be loaded. This could be due to a corruption or old version.", false, 22, ExitDefault.NONE); wui.SetBackgroundActive(true); wui.Display(); } CopyLoadData(); file.Close(); }// }
public void LoadData() { BinaryFormatter bf = new BinaryFormatter(); FileStream file = File.Open("save.RB", FileMode.Open); savedata loadedsav = (savedata)bf.Deserialize(file); print(loadedsav.eGenPhase); ModeHandler.money = loadedsav.money; List <playerdata> players = loadedsav.playerdat; ModeHandler.modehandler.ShopMenu.AddStuffFromList(loadedsav.shopFood, loadedsav.shopMoves, loadedsav.shopCharacters); battlehandler.BSM.players.Clear(); foreach (playerdata player in players) { //TODO: CALL FUNCTION OF BATTLE HANDLER AND HAVE IT INSTATNTIATE OBJECT ACCORDING TO STATS OF "PLAYER" battlehandler.BSM.addCharacters(player); } //foreach (string food in loadedsav.shopFood) { } battlehandler.BSM.eGen.currentPhase = loadedsav.eGenPhase; Destroy(this.gameObject); }
public static void save(savedata data) { // 保存用クラスにデータを格納. prefsave("savedata", data); PlayerPrefs.Save(); }
public void SaveData(FarPoint.Win.Spread.SheetView obj_sheet) { //清空存放数据列表 SDL318_19.Clear(); //市辖部分的行号 int SXrow = fc.Sheet_Find_Value(obj_sheet, 0, "市辖供电区"); //县级部分的行号 int XJrow = fc.Sheet_Find_Value(obj_sheet, 0, "县级供电区"); //为-1时表示没找到,也就是电压等级为0个 if (SXrow != -1) { //市辖供电区中第一行第二列的“合计”部分合并的行数就是电压等级数 //int dysum = obj_sheet.Cells[SXrow, 1].RowSpan; int dysum = 1; //存储市辖部分除合计以外的数据 for (int row = SXrow + dysum; row < XJrow; row++) { savedata tempdata = new savedata(); tempdata.DQ = "市辖供电区"; tempdata.areaname = fc.Sheet_find_Rownotemptycell(obj_sheet, row, 1); for (int col = 2; col < 6; col++) { tempdata.data[col-2] = obj_sheet.GetValue(row, col); } SDL318_19.Add(tempdata); } //存储县级部分除合计以外的数据 for (int row = XJrow + dysum; row < obj_sheet.RowCount; row++) { savedata tempdata = new savedata(); tempdata.DQ = "县级供电区"; tempdata.areaname = fc.Sheet_find_Rownotemptycell(obj_sheet, row, 1); for (int col = 2; col < 6; col++) { tempdata.data[col - 2] = obj_sheet.GetValue(row, col); } SDL318_19.Add(tempdata); } } }
public void SaveData(FarPoint.Win.Spread.SheetView obj_sheet) { //清空存放数据列表 SDL317.Clear(); //市辖部分的行号 int SXrow = fc.Sheet_Find_Value(obj_sheet, 0, "1"); //县级部分的行号 int XJrow = fc.Sheet_Find_Value(obj_sheet, 0, "2"); //差为电压等级数 int DYnum = XJrow - SXrow; //存在电压等级 if (DYnum!=0) { //市辖供电区加上县级供电区的四个分区,共有5个分区,加上县级合计有6个分区 for (int row = SXrow; row < obj_sheet.RowCount-DYnum; row++) { savedata tempdata = new savedata(); //县级合计部分跳过 if (row==XJrow) { row = row + DYnum ; } string no = fc.Sheet_find_Rownotemptycell(obj_sheet, row, 0); string dy = obj_sheet.Cells[row, 2].Value.ToString(); tempdata.no = no; tempdata.dy = dy; tempdata.data = obj_sheet.GetValue(row, 6); SDL317.Add(tempdata); } } }
public void SaveData(FarPoint.Win.Spread.SheetView obj_sheet) { //清空存放数据列表 SDL320_21.Clear(); //市辖部分的行号 int SXrow = fc.Sheet_Find_Value(obj_sheet, 0, "市辖供电区"); //县级部分的行号 int XJrow = fc.Sheet_Find_Value(obj_sheet, 0, "县级供电区"); //为-1时表示没找到,也就是电压等级为0个 if (SXrow != -1) { //市辖供电区中第一行第二列的“合计”部分合并的行数就是电压等级数 int dysum = obj_sheet.Cells[SXrow, 1].RowSpan; //存储市辖部分除合计以外的所有行的第4列数据 for (int row = SXrow + dysum; row < XJrow; row++) { savedata tempdata = new savedata(); tempdata.DQ = "市辖供电区"; tempdata.areaname = fc.Sheet_find_Rownotemptycell(obj_sheet, row, 1); tempdata.dy = obj_sheet.Cells[row, 2].Value.ToString(); tempdata.data = obj_sheet.GetValue(row, 3); SDL320_21.Add(tempdata); } //存储县级部分除合计以外的所有行的第4列数据 for (int row = XJrow + dysum; row < obj_sheet.RowCount; row++) { savedata tempdata = new savedata(); tempdata.DQ = "县级供电区"; tempdata.areaname = fc.Sheet_find_Rownotemptycell(obj_sheet, row, 1); tempdata.dy = obj_sheet.Cells[row, 2].Value.ToString(); tempdata.data = obj_sheet.GetValue(row, 3); SDL320_21.Add(tempdata); } } }
// Use this for initialization void Start() { data = new savedata(); }