//--> Save Datas in a .dat file private void saveDAT(string s_ObjectsDatas, string savePartName) { //Debug.Log (Application.persistentDataPath + "/" + ingameGlobalManager.instance.currentSaveSlot + "_" + SceneManager.GetActiveScene ().name + "_Objs" + ".dat"); BinaryFormatter bf = new BinaryFormatter(); FileStream file = File.Create(Application.persistentDataPath + "/" + pathOfTheSavePart(savePartName) + ".dat"); ObjectsDatasInScene data = new ObjectsDatasInScene(); data.s_ObjectsDatas = s_ObjectsDatas; //Debug.Log ("In : " + data.s_ObjectsDatas); bf.Serialize(file, data); file.Close(); }
//--> Load datas from a .dat file string LoadDAT(string s_NameOfTheSavePart) { if (File.Exists(Application.persistentDataPath + "/" + pathOfTheSavePart(s_NameOfTheSavePart) + ".dat")) { BinaryFormatter bf = new BinaryFormatter(); FileStream file = File.Open(Application.persistentDataPath + "/" + pathOfTheSavePart(s_NameOfTheSavePart) + ".dat", FileMode.Open); ObjectsDatasInScene data = (ObjectsDatasInScene)bf.Deserialize(file); //Debug.Log ("Out : " + data.s_ObjectsDatas); string result = data.s_ObjectsDatas; file.Close(); return(result); } else { return(""); } }