Esempio n. 1
0
        /// <summary>
        /// Load specified ISavable object from a binarydata as string already saved in PlayerPrefs
        /// </summary>
        /// <param name="savable">ISavable to load</param>
        /// <param name="keyString">key of binarydata in PlayerPrefs</param>
        public static void LoadBinaryFromPlayerPrefs(ISavable savable, string keyString, string password = null)
        {
            if (savable == null)
            {
                throw new ArgumentNullException("Invalid ISavable object.");
            }
            if (string.IsNullOrEmpty(keyString))
            {
                throw new ArgumentException("Invalid key.");
            }

            string binaryAsStringData = null;

            if (password != null)
            {
                binaryAsStringData = SecurePlayerPrefs.GetString(keyString, password);
            }
            else
            {
                binaryAsStringData = UnityEngine.PlayerPrefs.GetString(keyString);
            }
            byte[] binaryData = ConvertStringToBytes(binaryAsStringData);

            MemoryStream       stream     = new MemoryStream(binaryData, false);
            PCBinaryLoadStream loadStream = new PCBinaryLoadStream(stream);

            LoadFromStream(savable, loadStream);

            loadStream.Close();
        }
Esempio n. 2
0
        /// <summary>
        /// Load specified ISavable object from a xml string already saved in PlayerPrefs
        /// </summary>
        /// <param name="savable">ISavable to load</param>
        /// <param name="keyString">key of xmldata in PlayerPrefs</param>
        public static void LoadXmlFromPlayerPrefs(ISavable savable, string keyString, string password = null)
        {
            if (savable == null)
            {
                throw new ArgumentNullException("Invalid ISavable object.");
            }
            if (string.IsNullOrEmpty(keyString))
            {
                throw new ArgumentException("Invalid key.");
            }
            string xmlContent = null;

            if (password != null)
            {
                xmlContent = SecurePlayerPrefs.GetString(keyString, password);
            }
            else
            {
                xmlContent = UnityEngine.PlayerPrefs.GetString(keyString);
            }
            LoadFromXmlContent(savable, xmlContent);
        }