public void LoadGame() { if (File.Exists(Application.persistentDataPath + fileName)) { using (FileStream file = File.Open(Application.persistentDataPath + fileName, FileMode.Open)) { BinaryFormatter fileFormat; fileFormat = new BinaryFormatter(); GameSaveData saveData = (GameSaveData)fileFormat.Deserialize(file); file.Close(); //LevelManager.Instance.SetLevelsStatus(saveData.levelsStatus); //LevelManager.Instance.SetCurrentLevel(saveData.currentLevel); CallLoadEvent(); } } }
public void SaveGame() { //Windows Store Apps: Application.persistentDataPath points to %userprofile%\AppData\Local\Packages\<productname>\LocalState. //Mac : ~/Library/Application Support/company name/product name (Unity recent version) //Mac : ~/Library/Caches or ~/Library/Application Support/unity.company name.product name (Unity old version) using (FileStream file = File.Create(Application.persistentDataPath + fileName)) { BinaryFormatter fileFormat; fileFormat = new BinaryFormatter(); GameSaveData saveData = new GameSaveData(); //saveData.levelsStatus = LevelManager.Instance.GetLevelsStatus(); //saveData.currentLevel = LevelManager.Instance.GetCurrentLevel(); fileFormat.Serialize(file, saveData); file.Close(); CallSaveEvent(); } }