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- 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;
- }
- }
- }
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