void updateMaxScore(int score) { songState mySong = new songState(); mySong.name = songName; mySong.score = score; //將myPlayer轉換成json格式的字串 string saveString = JsonUtility.ToJson(mySong); //將字串saveString存到硬碟中 StreamWriter file = new StreamWriter(System.IO.Path.Combine(Application.streamingAssetsPath, songName)); file.Write(saveString); file.Close(); }
public void load() { //讀取json檔案並轉存成文字格式 StreamReader file = new StreamReader(System.IO.Path.Combine(Application.streamingAssetsPath, songName)); string loadJson = file.ReadToEnd(); file.Close(); //新增一個物件類型為playerState的變數 loadData songState loadData = new songState(); //使用JsonUtillty的FromJson方法將存文字轉成Json loadData = JsonUtility.FromJson <songState>(loadJson); //驗證用,將sammaru的位置變更為json內紀錄的位置 score = loadData.score; }
public void load() { string loadJson; //讀取json檔案並轉存成文字格式 #if UNITY_EDITOR string filePath = System.IO.Path.Combine(Application.streamingAssetsPath, songName); Debug.Log("filePath:" + filePath); #elif UNITY_ANDROID //string filePath = Path.Combine("jar:file://" + Application.dataPath + "!assets/", songName); StreamReader file = new StreamReader(System.IO.Path.Combine(Application.persistentDataPath, songName)); #endif #if UNITY_EDITOR StreamReader file = new StreamReader(filePath); if (file != null) { loadJson = file.ReadToEnd(); file.Close(); isFull = false; } #elif UNITY_ANDROID if (file != null) { loadJson = file.ReadToEnd(); file.Close(); isFull = false; } /*WWW reader = new WWW (filePath); * while (!reader.isDone) { * } * loadJson = reader.text;*/ #endif //新增一個物件類型為playerState的變數 loadData songState loadData = new songState(); //使用JsonUtillty的FromJson方法將存文字轉成Json loadData = JsonUtility.FromJson <songState>(loadJson); //驗證用,將sammaru的位置變更為json內紀錄的位置 myBestScore = loadData.score; }
void updateMaxScore(int score) { songState mySong = new songState(); mySong.name = songName; mySong.score = score; //將myPlayer轉換成json格式的字串 string saveString = JsonUtility.ToJson(mySong); //將字串saveString存到硬碟中 //#if UNITY_EDITOR // StreamWriter file = new StreamWriter(System.IO.Path.Combine(Application.streamingAssetsPath, songName)); //#elif UNITY_ANDROID StreamWriter file = new StreamWriter(System.IO.Path.Combine(Application.persistentDataPath, songName)); //#endif file.Write(saveString); file.Close(); }
public void load() { string loadJson; //讀取json檔案並轉存成文字格式 //#if UNITY_EDITOR // string filePath = System.IO.Path.Combine(Application.streamingAssetsPath, songName); // Debug.Log("filePath:" + filePath); //#elif UNITY_ANDROID StreamReader file = new StreamReader(System.IO.Path.Combine(Application.persistentDataPath, songName)); //#endif /*#if UNITY_EDITOR * StreamReader file = new StreamReader(filePath); * if(file != null) * { * Debug.Log("not null"); * loadJson = file.ReadToEnd(); * file.Close(); * isFull = false; * }*/ //#elif UNITY_ANDROID loadJson = file.ReadToEnd(); file.Close(); isFull = false; //#endif //新增一個物件類型為playerState的變數 loadData songState loadData = new songState(); //使用JsonUtillty的FromJson方法將存文字轉成Json loadData = JsonUtility.FromJson <songState>(loadJson); //驗證用,將sammaru的位置變更為json內紀錄的位置 myBestScore = loadData.score; }