public static void Save_SettingData() { Data_Setting data_setting = new Data_Setting(); data_setting.character = CharacterSelectManager.selectedCharacter; //선택된 캐릭터 정보 저장 data_setting.BGMVolume = SettingData.BGMVolume; data_setting.soundVolume = SettingData.SoundVolume; data_setting.control_Button = SettingData.ControlMode_Button; data_setting.soundOn = SettingData.SoundOn; DataManager.BinarySerialize <Data_Setting>(data_setting, Application.persistentDataPath + "/Data_Setting.sav"); }
private void Load_SettingData() { data_setting = DataManager.BinaryDeserialize <Data_Setting>(Application.persistentDataPath + "/Data_Setting.sav"); if (data_setting != null) { CharacterSelectManager.selectedCharacter = data_setting.character; if (data_setting.character == 0) { Database.Player = Instantiate(unit1, Vector3.zero, Quaternion.identity); } else if (data_setting.character == 1) { Database.Player = Instantiate(unit2, Vector3.zero, Quaternion.identity); } else if (data_setting.character == 2) { Database.Player = Instantiate(unit3, Vector3.zero, Quaternion.identity); } else { Debug.Log("character prefab error"); } Database.Player.SetActive(false); SettingData.BGMVolume = data_setting.BGMVolume; SettingData.SoundVolume = data_setting.soundVolume; SettingData.ControlMode_Button = data_setting.control_Button; SettingData.SoundOn = data_setting.soundOn; } else { data_setting = new Data_Setting(); data_setting.character = 0; Database.Player = Instantiate(unit1, Vector3.zero, Quaternion.identity); Database.Player.SetActive(false); SettingData.BGMVolume = 0.5f; SettingData.SoundVolume = 0.5f; SettingData.SoundOn = true; } }