public void ResetGameAndJson() { IncomeData = new SaveIncomeData { numberOfOwnedProducts = 1, totalNumberOfProductsCanSell = 3, productIncomeData = new ProductIncomeData[1] }; PlayerData = new SavePlayerData { playerLevelData = new PlayerLevelData(1, 0, 200), characterData = new CharacterData(0, 7), }; MultiplierData = new SaveMultiplierData { }; IncomeData.productIncomeData[0] = new ProductIncomeData(0, 1, 15, 0, 0, 0.10f); //Shoves all the SaveData information into one long ass string. string incomeContents = JsonUtility.ToJson(IncomeData, true); string playerContents = JsonUtility.ToJson(PlayerData, true); string multiplierContents = JsonUtility.ToJson(MultiplierData, true); //Writes it all to the dataFileName (data.json) and stores that file into the dataPath (Application.persistentDataPath, or the folder that the phone or computers allows us to store.) File.WriteAllText(incomeDataPath, incomeContents); File.WriteAllText(playerDataPath, playerContents); File.WriteAllText(multiplierDataPath, multiplierContents); UnityEngine.SceneManagement.SceneManager.LoadScene(0); }
public void SaveToJson() { //Creates a new SaveData class, which resets everything to default values of 0. IncomeData = new SaveIncomeData(); PlayerData = new SavePlayerData(); MultiplierData = new SaveMultiplierData(); //Grabs all the necessary information and shoves it into the SaveData class. SavePlayerData(); SaveIncomeData(); SaveMultiplierData(); //Shoves all the SaveData information into one long ass string. string incomeContents = JsonUtility.ToJson(IncomeData, true); string playerContents = JsonUtility.ToJson(PlayerData, true); string multiplierContents = JsonUtility.ToJson(MultiplierData, true); //Writes it all to the dataFileName (data.json) and stores that file into the dataPath (Application.persistentDataPath, or the folder that the phone or computers allows us to store.) File.WriteAllText(incomeDataPath, incomeContents); File.WriteAllText(playerDataPath, playerContents); File.WriteAllText(multiplierDataPath, multiplierContents); }