public void save() { savingHandler saveData = saveSetup(); // Creattig buffer, and save in file BinaryFormatter bf = new BinaryFormatter(); FileStream file = File.Create(Application.persistentDataPath + "/gamesave.save"); bf.Serialize(file, saveData); file.Close(); Debug.Log("Game Saved"); }
public savingHandler saveSetup() { inventory = FindObjectOfType(typeof(ElementalInventory)) as ElementalInventory; savingHandler save = new savingHandler(); for (int i = 0; i < inventory.Cells.Length; i++) { save.items [i] = inventory.Cells [i].item; } // save.cells = inventory.Cells; // Saving items // getting item to cell objet. return(save); }
public void load() { if (File.Exists(Application.persistentDataPath + "/gamesave.save")) { BinaryFormatter bf = new BinaryFormatter(); FileStream file = File.Open(Application.persistentDataPath + "/gamesave.save", FileMode.Open); savingHandler save = (savingHandler)bf.Deserialize(file); file.Close(); Debug.Log(save); // reconstruct celles // inventory.Cells = save.cells; this.reconstruct(save.items); // inventory.contains ( ); inventory.loadFromSave(); Debug.Log("Game Loaded"); } else { Debug.Log("T'as pas de game Jean Michel !"); } }