using UnityEngine; using System.IO; using System.Runtime.Serialization.Formatters.Binary; public static class SaveSystem { public static void SaveGame(GameManager gameManager) { BinaryFormatter formatter = new BinaryFormatter(); string path = Application.persistentDataPath + "/game.death"; FileStream stream = new FileStream(path, FileMode.Create); GameData data = new GameData(gameManager); formatter.Serialize(stream, data); stream.Close(); } public static GameData LoadGame() { string path = Application.persistentDataPath + "/game.death"; if (File.Exists(path)) { BinaryFormatter formatter = new BinaryFormatter(); FileStream stream = new FileStream(path, FileMode.Open); GameData data = formatter.Deserialize(stream) as GameData; stream.Close(); return data; } else { Debug.LogError("Save file doesn't exist: " + path); return null; } } }