void Start() { string path = Application.streamingAssetsPath + "/AppleLogs.json"; // path to apple string jsonString = File.ReadAllText(path); // read all text from json file gameData data = JsonUtility.FromJson <gameData>(jsonString); // store the json data into a gamedata variable Applelogs.Clear(); if (!(data == null)) // as long as there is more data { foreach (GameLog log in data.ApplePicker) // for each log in the data { Applelogs.Add(log); // add the log to Applelogs } } // This of these code segment are very similar for every game^^ string RPSpath = Application.streamingAssetsPath + "/RPSLogs.json"; string RPSjsonString = File.ReadAllText(RPSpath); gameDataRPS RPSdata = JsonUtility.FromJson <gameDataRPS>(RPSjsonString); RPSlogs.Clear(); if (!(RPSdata == null)) { foreach (GameLog log in RPSdata.RockPaperScissors) { RPSlogs.Add(log); } } string Mempath = Application.streamingAssetsPath + "/MemLogs.json"; string MemjsonString = File.ReadAllText(Mempath); gameDataMemory Memdata = JsonUtility.FromJson <gameDataMemory>(MemjsonString); Memlogs.Clear(); if (!(Memdata == null)) { foreach (GameLog log in Memdata.MemoryGame) { Memlogs.Add(log); } } string Spacepath = Application.streamingAssetsPath + "/SpaceLogs.json"; string SpacejsonString = File.ReadAllText(Spacepath); gameDataShooter Spacedata = JsonUtility.FromJson <gameDataShooter>(SpacejsonString); Spacelogs.Clear(); if (!(Spacedata == null)) { foreach (GameLog log in Spacedata.SpaceGame) { Spacelogs.Add(log); } } }
public static void SaveGameData() { gameDataMemory newData = new gameDataMemory(); string Mempath = Application.streamingAssetsPath + "/MemLogs.json"; foreach (GameLog log in MainMenu.Memlogs) { newData.Add(log); } File.WriteAllText(Mempath, JsonUtility.ToJson(newData)); }
// This is to save the game data public static void SaveGameData() { gameDataMemory newData = new gameDataMemory(); string path = Application.streamingAssetsPath + "/memoryLogs.json"; foreach (GameLog log in logs) { newData.Add(log); } Debug.Log(JsonUtility.ToJson(newData)); File.WriteAllText(path, JsonUtility.ToJson(newData)); }
// Start is called before the first frame update // This is just for obtaining existing records void Start() { string path = Application.streamingAssetsPath + "/memoryLogs.json"; string jsonString = File.ReadAllText(path); gameDataMemory data = JsonUtility.FromJson <gameDataMemory>(jsonString); logs.Clear(); if (!(data == null)) { foreach (GameLog log in data.MemoryGame) { logs.Add(log); } } }