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This question was closed Dec 25, 2016 at 12:24 AM by NNLV for the following reason:

Found the bug, and it's fixed now :)

avatar image
0
Question by NNLV · Dec 22, 2016 at 09:16 PM · c#programmingloadsaveloadloading file

Saving and Loading from scene to scene..

C# problems.

I'm currently having some troubles about saving and loading in different scenes, here's my code thnx in advance :)

In both:

 private int totalCoins;

In the game:

 public void Save()
     {
         if (File.Exists(Application.persistentDataPath + "/playerInfo.dat"))
         {
             BinaryFormatter bf = new BinaryFormatter();
             FileStream file = File.Open(Application.persistentDataPath + "/playerInfo.dat", FileMode.Open);
 
             PlayerData data = new PlayerData();
             data.Coins = totalCoins;
 
             bf.Serialize(file, data);
             file.Close();
         }
         else
         {
             BinaryFormatter bf = new BinaryFormatter();
             FileStream file = File.Open(Application.persistentDataPath + "/playerInfo.dat", FileMode.CreateNew);
 
             PlayerData data = new PlayerData();
             data.Coins = totalCoins;
 
             bf.Serialize(file, data);
             file.Close();
         }
     }
 
     public void Load()
     {
         if (File.Exists(Application.persistentDataPath + "/playerInfo.dat"))
         {
             BinaryFormatter bf = new BinaryFormatter();
             FileStream file = File.Open(Application.persistentDataPath + "/playerInfo.dat", FileMode.Open);
             PlayerData data = (PlayerData)bf.Deserialize(file);
             file.Close();
 
             totalCoins = data.Coins;
 
         }
     }
 
     [Serializable]
     class PlayerData
     {
         public int Coins;
     }

In main menu, upgrades:

  public void Load()
         {
             if (File.Exists(Application.persistentDataPath + "/playerInfo.dat"))
             {
                 BinaryFormatter bf = new BinaryFormatter();
                 FileStream file = File.Open(Application.persistentDataPath + "/playerInfo.dat", FileMode.Open);
                 PlayerData data = (PlayerData)bf.Deserialize(file);
                 file.Close();
                 
                 totalCoins = data.Coins;
             }
         }
     
         [Serializable]
         class PlayerData
         {
             public int Coins;
         }

It works fine in the "game" scenes, but it doesn't show up in upgrades....

Exceptions: nvalidCastException: Cannot cast from source type to destination type. GameSave.Load () (at Assets/Scripts/GameSave.cs:30) GameSave.Start () (at Assets/Scripts/GameSave.cs:15)

Line 15:

     void Start () {
     15        Load();
             totalPointText.text = "Coins: " + totalCoins.ToString();
         }
 
 Line 30:
 
     public void Load()
         {
             if (File.Exists(Application.persistentDataPath + "/playerInfo.dat"))
             {
                 BinaryFormatter bf = new BinaryFormatter();
                 FileStream file = File.Open(Application.persistentDataPath + "/playerInfo.dat", FileMode.Open);
     30            PlayerData data = (PlayerData)bf.Deserialize(file);
                 file.Close();
                 
                 totalCoins = data.Coins;
             }
         }





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