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I completely forgot the way to save a participant’s place and the extent that the participant is in by means of JSON. (I am going to be capable of encrypt and decrypt the information later). Here’s a pattern of my code:
public void SaveGameT()
{
utilizing FileStream fs = File.Create(persistentPath);
StreamWriter sr = new StreamWriter(fs);
PlayerData knowledge = new PlayerData(this);
knowledge.sceneName = SceneManager.GetActiveScene().title;
knowledge.place[0] = remodel.place.x;
knowledge.place[1] = remodel.place.y;
string json = JsonUtility.ToJson(knowledge, true);
File.WriteAllText(persistentPath, json);
Debug.Log("Your knowledge has been saved.");
}
public void LoadGameT()
{
persistentPath = Utility.persistentDataPath + Path.AltDirectorySeparatorChar + SAVE_FILE;
if (File.Exists(persistentPath))
{
Vector2 newPos = Vector2.zero;
string json = File.ReadAllText(persistentPath);
PlayerData knowledge = JsonUtility.FromJson<PlayerData>(json);
LoadScene(knowledge.sceneName);
newPos = new Vector2(knowledge.place[0], knowledge.place[1]);
this.remodel.place = newPos;
}
else
{
PlayerData knowledge = new PlayerData(this);
knowledge.sceneName = SceneManager.GetActiveScene().title;
Vector2 newPos = Vector2.zero;
this.remodel.place = newPos;
}
}
I must be reminded about my corrections and precisely the way to repair it.
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