//グローバルセッティングを保存します public void saveGlobal(SaveGlobalObject sobj) { NovelSingleton.GameManager.globalSetting = sobj; string json = LitJson.JsonMapper.ToJson(sobj); //WebPlayer の場合保存方法に変化を入れる if (Application.platform == RuntimePlatform.WindowsPlayer || Application.platform == RuntimePlatform.OSXPlayer) { PlayerPrefs.SetString("setting.dat", json); } else { string path = storagePath + "/setting.dat"; //ディレクトリ存在チェック if (!Directory.Exists(storagePath)) { Directory.CreateDirectory(storagePath); } FileStream fs = new FileStream(path, FileMode.Create, FileAccess.Write); StreamWriter sw = new StreamWriter(fs); sw.Write(json); sw.Flush(); sw.Close(); fs.Close(); } }
//グローバルセッティングを保存します public void saveGlobal(SaveGlobalObject sobj) { NovelSingleton.GameManager.globalSetting = sobj; string json = LitJson.JsonMapper.ToJson(sobj); string path = storagePath + "/setting.dat"; //ディレクトリ存在チェック if (!Directory.Exists(storagePath)) { Directory.CreateDirectory(storagePath); } FileStream fs = new FileStream(path, FileMode.Create, FileAccess.Write); StreamWriter sw = new StreamWriter(fs); sw.Write(json); sw.Flush(); sw.Close(); fs.Close(); }
//グローバルセッティングを保存します public void saveGlobal(SaveGlobalObject sobj){ NovelSingleton.GameManager.globalSetting = sobj; string json = LitJson.JsonMapper.ToJson (sobj); //WebPlayer の場合保存方法に変化を入れる if (Application.platform == RuntimePlatform.WindowsWebPlayer || Application.platform == RuntimePlatform.OSXWebPlayer) { PlayerPrefs.SetString("setting.dat", json); } else { string path = storagePath + "/setting.dat"; //ディレクトリ存在チェック if (!Directory.Exists (storagePath)) { Directory.CreateDirectory (storagePath); } FileStream fs = new FileStream (path, FileMode.Create, FileAccess.Write); StreamWriter sw = new StreamWriter (fs); sw.Write (json); sw.Flush (); sw.Close (); fs.Close (); } }
public void loadGlobal() { string path = storagePath + "/setting.dat"; if (!File.Exists(path)) { //ファイル作製 this.saveGlobal(new SaveGlobalObject()); } FileStream fs = new FileStream(path, FileMode.Open, FileAccess.Read); StreamReader sr = new StreamReader(path, System.Text.Encoding.Default); string json = sr.ReadToEnd(); SaveGlobalObject obj = LitJson.JsonMapper.ToObject <SaveGlobalObject>(json); sr.Close(); fs.Close(); NovelSingleton.GameManager.globalSetting = obj; //グローバル変数を格納する StatusManager.variable.replaceAll("global", NovelSingleton.GameManager.globalSetting.globalVar); StatusManager.variable.trace("global"); }
public void loadGlobal() { ////WebPlayer の場合保存方法に変化を入れる //if (Application.platform == RuntimePlatform.WindowsWebPlayer || Application.platform == RuntimePlatform.OSXWebPlayer) { // if (!PlayerPrefs.HasKey ("setting.dat")) { // this.saveGlobal (new SaveGlobalObject ()); // } // string json = PlayerPrefs.GetString ("setting.dat"); // SaveGlobalObject obj = LitJson.JsonMapper.ToObject<SaveGlobalObject> (json); // NovelSingleton.GameManager.globalSetting = obj; //} else { string path = storagePath + "/setting.dat"; if (!File.Exists(path)) { //ファイル作製 this.saveGlobal(new SaveGlobalObject()); } FileStream fs = new FileStream(path, FileMode.Open, FileAccess.Read); StreamReader sr = new StreamReader(path, System.Text.Encoding.Default); string json = sr.ReadToEnd(); SaveGlobalObject obj = LitJson.JsonMapper.ToObject <SaveGlobalObject> (json); sr.Close(); fs.Close(); NovelSingleton.GameManager.globalSetting = obj; //} //グローバル変数を格納する StatusManager.variable.replaceAll("global", NovelSingleton.GameManager.globalSetting.globalVar); StatusManager.variable.trace("global"); }