/** * FUNCTION NAME: OnDestroy * DESCRIPTION : Saves difficulty settings for a future game session. * INPUTS : None * OUTPUTS : None **/ public void OnDestroy() { BinaryFormatter bf = new BinaryFormatter(); FileStream file = File.Create(Application.persistentDataPath + "/difficulty_levels.dat"); LPK_DifficultyData data = new LPK_DifficultyData(); data.m_eDifficultyLevel = m_eDifficultyLevel; bf.Serialize(file, data); file.Close(); }
/** * FUNCTION NAME: OnEnable * DESCRIPTION : Restores difficulty settings from a past game session. * INPUTS : None * OUTPUTS : None **/ public void OnEnable() { if (File.Exists(Application.persistentDataPath + "/difficulty_levels.dat")) { BinaryFormatter bf = new BinaryFormatter(); FileStream file = File.Open(Application.persistentDataPath + "/difficulty_levels.dat", FileMode.Open); LPK_DifficultyData data = (LPK_DifficultyData)bf.Deserialize(file); file.Close(); m_eDifficultyLevel = data.m_eDifficultyLevel; } }