public void loadSlot(slot s) { BinaryFormatter bf = new BinaryFormatter(); FileStream file = File.Open(Application.persistentDataPath + "/slotData" + s.idSlot + ".dat", FileMode.Open); // o lugar q salva saveDataSlot data = (saveDataSlot)bf.Deserialize(file); //deserializando e coloca na data s.slotCard = Cards[data.idCard]; // vai pegar o id da gamemanager s.isPurchased = data.isPurchased; s.isMax = data.isMax; s.isAutoProduction = data.isAutoProduction; s.slotLevel = data.slotLevel; s.upgrades = data.upgrades; s.totalUpgrades = data.totalUpgrades; //s.upgradePrice = data.upgradePrice; s.slotProductionMultiplier = data.slotProductionMultiplier; s.slotProductionReduction = data.slotProductionReduction; file.Close(); }
public void saveSlot(slot s) { BinaryFormatter bf = new BinaryFormatter(); FileStream file = File.Create(Application.persistentDataPath + "/slotData" + s.idSlot + ".dat"); // o lugar q salva saveDataSlot data = new saveDataSlot(); // para instanciar data.idCard = s.slotCard.idCard; data.isPurchased = s.isPurchased; data.isMax = s.isMax; data.isAutoProduction = s.isAutoProduction; data.slotLevel = s.slotLevel; data.upgrades = s.upgrades; data.totalUpgrades = s.totalUpgrades; //data.upgradePrice = s.upgradePrice; data.slotProductionMultiplier = s.slotProductionMultiplier; data.slotProductionReduction = s.slotProductionReduction; bf.Serialize(file, data);//seriarizando colocando essas informaçoes nesse arquivo file.Close(); }