static SaveGameManager() { LOCK = false; mainFilePath = Application.dataPath + "/Warpaid.save"; // need to change to persistentDataPath when publicize filePath = Application.dataPath + "/PlayerOne.save"; // need to change to persistentDataPath when publicize #if DEBUG_VerboseConsoleLogging Debug.Log("SaveGameManager:Awake() – Path: " + filePath); #endif saveFileList = new SaveFileList(); saveFile = new SaveFile(); }
public static void LoadMainData() { if (File.Exists(mainFilePath)) { string dataAsJson = File.ReadAllText(mainFilePath); #if DEBUG_VerboseConsoleLogging Debug.Log("SaveGameManager:LoadMainData() – File text is:\n" + dataAsJson); #endif try { saveFileList = JsonUtility.FromJson <SaveFileList>(dataAsJson); } catch { Debug.LogWarning("SaveGameManager:LoadMainData() - Save was malformed.\n" + dataAsJson); return; } #if DEBUG_VerboseConsoleLogging Debug.Log("SaveGameManager:LoadMainData() – Successfully loaded save file."); #endif LOCK = true; // Load list of savefiles etc //saveFileList = LOCK = false; } else { #if DEBUG_VerboseConsoleLogging Debug.LogWarning("SaveGameManager:LoadMainData() – Unable to find save file. " + "This is NOT totally fine. Make it now!"); #endif LOCK = true; // Init achievements and everything if needed // Init list of savefiles etc //saveFileList = // sth just like this AchievementManager.ClearStepsAndAchievements(); LOCK = false; } }
public static void SaveMainData() { // Do not save when is LOCKed if (LOCK) { return; } // import data to saveFile saveFileList = Warpaid.GetSaveFileList(); string jsonSaveFile = JsonUtility.ToJson(saveFileList, true); File.WriteAllText(mainFilePath, jsonSaveFile); #if DEBUG_VerboseConsoleLogging Debug.Log("SaveGameManager:SaveMainData() – Path: " + mainFilePath); Debug.Log("SaveGameManager:SaveMainData() – JSON: " + jsonSaveFile); #endif }