public void InitSaveData() { playerComb = playerObj.GetComponent <PlayerCombatV1>(); character = playerObj.GetComponent <ICharacter>(); if (File.Exists(Application.persistentDataPath + "/playerSavedata.test" /*Application.dataPath + "/savedata/HubData.test"*/)) { hubSaveData = SaveSystem.Loadhubsavedata(); character.GetInventory().SetCredits(hubSaveData.credits); Debug.Log("HubDataLoaded" + hubSaveData.credits); } else { hubSaveData = new HubSaveData(10); character.GetInventory().SetCredits(hubSaveData.credits); } if (File.Exists(Application.persistentDataPath + "/playerSavedata.test" /*Application.dataPath + "/savedata/autoSaveData.test"*/)) { LoadAndSetPlayer(SaveSystem.LoadAutoSaveData()); } else { CreateAutoSaveData(); } playerComb.weapons[0] = character.GetActiveWeapon(); }
public static void Savehubsavedata(HubSaveData data) { BinaryFormatter formatter = new BinaryFormatter(); string path = Application.persistentDataPath + "/playerSavedata.test"; //string path2 = Application.dataPath + "/savedata/HubData.test"; //== This path is for testing. We should set a new path for an actual game FileStream stream = new FileStream(path, FileMode.Create); formatter.Serialize(stream, data); stream.Close(); }
public static HubSaveData Loadhubsavedata() { string path = Application.persistentDataPath + "/playerSavedata.test"; //string path2 = Application.dataPath + "/savedata/HubData.test"; if (File.Exists(path)) { BinaryFormatter formatter = new BinaryFormatter(); FileStream stream = new FileStream(path, FileMode.Open); HubSaveData data = formatter.Deserialize(stream) as HubSaveData; stream.Close(); return(data); } else { Debug.LogError("Save file not found in " + path); return(null); } }