public void SaveTime(decimal time) { /* 3 When saving a time, you fetch existing times first with the LoadPreviousTimes() method. */ var times = LoadPreviousTimes(); /* 4 You create an instance of the new PlayerTimeEntry object. Then you store the * current date and runtime, as passed to the method, in the entryDate and time * property fields. */ var newTime = new PlayerTimeEntry(); newTime.entryDate = DateTime.Now; newTime.time = time; /* 5 You create a binary formatter object to do the magic serialization — a.k.a. packing – * of the list of player time entries to a file. You create the file path using a * combination of the player’s name and the Application.persistentDataPath. Again, * the using statement opens the file. * However, this time it uses the FileMode.Create option, which lets you create a new * file or overwrite existing files in the same path. Finally, you add the new time entry * to the list of pre-existing times before saving them all back into the file. */ var bFormatter = new BinaryFormatter(); var levelName = Path.GetFileName(selectedLevel); var filePath = Application.persistentDataPath + "/" + playerName + "_" + levelName + "_times.dat"; using (var file = File.Open(filePath, FileMode.Create)) { times.Add(newTime); bFormatter.Serialize(file, times); } }
public void SaveTime(decimal time) { // 3 var times = LoadPreviousTimes(); // 4 var newTime = new PlayerTimeEntry(); newTime.entryDate = DateTime.Now; newTime.time = time; // 5 var bFormatter = new BinaryFormatter(); var levelName = Path.GetFileName(selectedLevel); var filePath = Application.persistentDataPath + "/" + playerName + "_" + levelName + "_times.dat" ; using (var file = File.Open(filePath, FileMode.Create)) { times.Add(newTime); bFormatter.Serialize(file, times); } }
public void SaveTime(decimal time) { // when saving time, you fetch existing times first with the LoadPrevioursTimes() method. var times = LoadPreviousTimes(); // create an instance of new PlayerTImeEntry object. var newTime = new PlayerTimeEntry(); newTime.entryDate = DateTime.Now; newTime.time = time; // create a binary formatter object to do the magic serialization var bFormatter = new BinaryFormatter(); var levelName = Path.GetFileName(selectedLevel); var filePath = Application.persistentDataPath + "/" + playerName + "_" + levelName + "_times.dat"; using (var file = File.Open(filePath, FileMode.Create)) { times.Add(newTime); bFormatter.Serialize(file, times); } }
public void SaveTime(decimal time) { //when savinf times load the previous time first var times = LoadPreviousTimes(); //create a new p-layer time object var newTime = new PlayerTimeEntry(); newTime.entryDate = DateTime.Now; newTime.time = time; //create a binary formatter to serialize the player time data var bFormatter = new BinaryFormatter(); var levelName = Path.GetFileName(selectedLevel); var filePath = Application.persistentDataPath + "/" + playerName + "_" + levelName + "_times.dat"; using (var file = File.Open(filePath, FileMode.Create)) { times.Add(newTime); bFormatter.Serialize(file, times); } }
public void SaveTime(decimal time) { //refer to note 3 var times = LoadPreviousTimes(); //refer to note 4 var newTime = new PlayerTimeEntry(); newTime.entryDate = DateTime.Now; newTime.time = time; newTime.PlayerName = playerName; newTime.Lives = ship.GetComponent <CharacterController>().getLife(); //refer to note 5 var bFormatter = new BinaryFormatter(); var filePath = Application.persistentDataPath + "/2c" + "_times.dat"; using (var file = File.Open(filePath, FileMode.Create)) { times.Add(newTime); bFormatter.Serialize(file, times); } }
public void SaveTime(decimal time) { //when saving a time, fetch existing times first var times = LoadPreviousTimes(); var newTime = new PlayerTimeEntry(); newTime.entryDate = DateTime.Now; //save the current date newTime.time = time; //save the runtime var bFormatter = new BinaryFormatter(); //will do the serialization var levelName = Path.GetFileName(selectedLevel); var filePath = Application.persistentDataPath + "/" + playerName + "_" + levelName + "_times.dat"; //creates the file path //opens the file (FileMode.Create = create a new file or overwrite existing files) using (var file = File.Open(filePath, FileMode.Create)) { times.Add(newTime); bFormatter.Serialize(file, times); } }
public void SaveTime(decimal time) { //saving a time by fetching existing times first var times = LoadPreviousTimes(); //create new instance of player time entry var newTime = new PlayerTimeEntry(); newTime.entryDate = DateTime.Now; newTime.time = time; //create a binary formatter object to do the packing of the list of player names and times var bFormatter = new BinaryFormatter(); var levelName = Path.GetFileName(selectedLevel); var filePath = Application.persistentDataPath + "/" + playerName + "_" + levelName + "_times.dat"; using (var file = File.Open(filePath, FileMode.Create)) { times.Add(newTime); bFormatter.Serialize(file, times); } }
public void SaveTime(decimal time) { //Load any old saved times var times = LoadPreviousTimes(); //Create a new entry and update its values to be saved var newTime = new PlayerTimeEntry(); newTime.entryDate = DateTime.Now; newTime.time = time; //Save the data to the existing save file or create a new one using a binary formatter var bFormatter = new BinaryFormatter(); var levelName = Path.GetFileName(selectedLevel); var filePath = Application.persistentDataPath + "/" + playerName + "_" + levelName + "_times.dat"; using (var file = File.Open(filePath, FileMode.Create)) { times.Add(newTime); bFormatter.Serialize(file, times); } }