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Question by Sal1mus · Jun 18, 2019 at 12:05 PM · scripting problem

How to save Item from List in Unity

I've some problem with save Item from List<>. So I've 3 script: Item script, Save script and PlayerData script. Not for List I've not problem, but I don't understand how to make it to List or serializable class.

1.

 public class ItemActivatedController : MonoBehaviour
 {
     [System.Serializable]
     public class Items
     {
         public string name;
         public GameObject item;
         public bool active;
     }
 
     public List<Items> ItemTable = new List<Items>();
 
     //some conditions

2.

 public static class SaveSystem 
 {
     public static void SavePlayer(GameScript gameScript,PopUpShopScene popupScript)
     {
         BinaryFormatter formatter = new BinaryFormatter();
         string path = Application.persistentDataPath + "/player.data";
         FileStream stream = new FileStream(path, FileMode.Create);
 
         PlayerData data = new PlayerData (gameScript, popupScript);
 
         formatter.Serialize(stream, data);
         stream.Close();
     }
 
     public static PlayerData LoadPlayer()
     {
         string path = Application.persistentDataPath + "/player.data";
 
         if (File.Exists(path))
         {
             BinaryFormatter formatter = new BinaryFormatter();
             FileStream stream = new FileStream(path, FileMode.Open);
 
             PlayerData data = formatter.Deserialize(stream) as PlayerData;
             stream.Close();
 
             return data;
         }
         else
         {
             Debug.LogError("Save file not found in " + path);
             return null;
         }
     }

3.

 [System.Serializable]
 public class PlayerData
 {
     public double CoinsV;
     public double CrystalV;
     public DateTime TommorowDateV;
     public double UsedStepsV;
     public double NewStepsV;

     public PlayerData(GameScript gameScript, PopUpShopScene popupScript)
     {
         CoinsV = GameScript.Coins;
         TommorowDateV = GameScript.TomorrowDate;
         UsedStepsV = GameScript.UsedSteps;
         NewStepsV = GameScript.NewStepsValue;
         CrystalV = GameScript.Crystal;
         Debug.Log(CrystalV);
     }
 }

How to save all Item params from List ItemTable to my PlayerData script?

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Answer by Ellie97 · Jun 18, 2019 at 12:30 PM

I'd create a list in PlayerData, variable type ItemActivatedController.Item, then get a reference to ItemTable and set the new list in PlayerData to ItemTable. You can get a reference with the standard GetComponent<> functions or through the inspector. There are also ways with singletons (I think that's what they're called) where you create a static variable of the class you want to reference. Let me know if you want an example of that.

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avatar image Sal1mus · Jun 18, 2019 at 12:37 PM 0
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Could you write these 2 ways on the example of my code, since it is difficult for me to understand because English is not my native language, and in the code I will understand it. thank you in advance

avatar image Ellie97 Sal1mus · Jun 18, 2019 at 12:52 PM 0
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Sure, try this. It's the singleton approach I mentioned. Using the reference variable I created, you can access the ItemActivatedController script anywhere by using ItemActivatedController.reference.VariableOrFunctionYouWantToAccess. This also means there is only ever one instance of that script. Apologies if any of that is unclear or difficult to understand!

 public class ItemActivatedController : $$anonymous$$onoBehaviour
 {
     //NEW CODE//
     public static ItemActivatedController reference;
 
     [System.Serializable]
     public class Items
     {
         public string name;
         public GameObject item;
         public bool active;
     }
 
     public List<Items> ItemTable = new List<Items>();
 
     //NEW CODE//
     private void Awake()
     {
         if (reference == null)
             reference = this;
     }
 }
 
 [System.Serializable]
 public class PlayerData
 {
     public double CoinsV;
     public double CrystalV;
     public DateTime $$anonymous$$morowDateV;
     public double UsedStepsV;
     public double NewStepsV;
     public PlayerData(GameScript gameScript, PopUpShopScene popupScript)
     {
         CoinsV = GameScript.Coins;
         $$anonymous$$morowDateV = GameScript.$$anonymous$$orrowDate;
         UsedStepsV = GameScript.UsedSteps;
         NewStepsV = GameScript.NewStepsValue;
         CrystalV = GameScript.Crystal;
         Debug.Log(CrystalV);
     }
 
     //NEW CODE//
     List<Items> PlayerItemTable = ItemActivatedController.reference.ItemTable;
 }

avatar image Sal1mus Ellie97 · Jun 18, 2019 at 05:36 PM 0
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see pls answer below

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Answer by Sal1mus · Jun 18, 2019 at 03:23 PM

Thank u. I've problem in PlayerData script in this part

 List<Items> PlayerItemTable = ItemActivatedController.reference.ItemTable;

PlayerData script:

 public PlayerData(GameScript gameScript, PopUpShopScene popupScript, ItemActivatedController itemControllerActive)
     {
         CoinsV = GameScript.Coins;
         TommorowDateV = GameScript.TomorrowDate;
         UsedStepsV = GameScript.UsedSteps;
         NewStepsV = GameScript.NewStepsValue;
         CrystalV = GameScript.Crystal;
         Debug.Log(CrystalV);
         Test = Script.ItemTable;
     }
 
     List<Items> PlayerItemTable = ItemActivatedController.reference.ItemTable;


Error:

PlayerData.cs(31,10): error CS0246: The type or namespace name 'Items' could not be found (are you missing a using directive or an assembly reference?)

Maybe this is due to the fact that the List is in the ItemActivatedController script, and the line List PlayerItemTable = ItemActivatedController.reference.ItemTable; in the PlayerData script?

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