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Question by ZachAttack9280 · Jun 19, 2019 at 01:35 AM · c#mobilesaveloaddefaultbinaryformatter

Saving and Loading w/ BinaryFormatter

Hello, I am working on a save system the revolves around Binary Formatting and I am struggling to load default variables if a player was new (like costs and etc). This is what I got so far for an example (please DO NOT recommend PlayerPrefs, I am moving away from that):

Main:

 using System.Collections;
 using System.Collections.Generic;
 using UnityEngine;
 
 public class IncrementSaveTest : MonoBehaviour
 {
     public double TestDouble = 1;
 
     public void Start()
     {
         PlayerData data = SaveSystem2.LoadPlayer();
     }
 
     public void Update()
     {
         TestDouble *= 1.001;
         SaveSystem2.SavePlayer(this);
     }
 }

Data: using System.Collections; using System.Collections.Generic; using UnityEngine;

 [System.Serializable]
 public class PlayerData
 {
     public double TestDouble;
 
     public PlayerData (IncrementSaveTest player)
     {
         if (TestDouble == 0)
             TestDouble = 10; // the number im trying to start off with
         else
             TestDouble = player.TestDouble;
     }
 }

SaveSystem: using UnityEngine; using System.IO; using System.Runtime.Serialization.Formatters.Binary;

 public static class SaveSystem2
 {
     public static void SavePlayer(IncrementSaveTest player)
     {
         BinaryFormatter formatter = new BinaryFormatter();
         string path = Application.persistentDataPath + "/player68.test";
         FileStream stream = new FileStream(path, FileMode.Create);
         PlayerData data = new PlayerData(player);
 
         formatter.Serialize(stream, data);
         stream.Close();
     }
 
     public static PlayerData LoadPlayer()
     {
         string path = Application.persistentDataPath + "/player68.test";
         IncrementSaveTest player = new IncrementSaveTest();
 
         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);
             PlayerData data = new PlayerData(player);
             data.TestDouble = 10; // another attempt at trying to load with this number on first time load...
             return null;
         }
     }
 }

Anyone have any advice? Went off of Brackeys tutorial and wish he discussed default variables, that's why i'm here! :P Thanks, Zach.

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Best Answer

Answer by Kennai · Jun 19, 2019 at 07:25 AM

Hello, @ZachAttack9280

Here is your flat class to store data

 [System.Serializable]
  public class PlayerData
  {
      public float health, mana;
  
      public PlayerData (IncrementSaveTest player)
      {
          this.health = player.health;
          this.mana = player.mana
      }
 
      public void Load(IncrementSaveTest player)
      {
            player.health = this.health;
            player.mana = this.mana;
      }
  }


This is your save system

 public static class SaveSystem2
  {
      public static void SavePlayer(IncrementSaveTest player)
      {
          BinaryFormatter formatter = new BinaryFormatter();
          string path = Application.persistentDataPath + "/player68.test";
          FileStream stream = new FileStream(path, FileMode.Create);
          PlayerData data = new PlayerData(player);
  
          formatter.Serialize(stream, data);
          stream.Close();
      }
  
      public static PlayerData LoadPlayer()
      {
          string path = Application.persistentDataPath + "/player68.test";
          IncrementSaveTest player = new IncrementSaveTest();
  
          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 + ". Probably new player");
              return null; //return NULL! it will means - no saved data!
          }
      }
  }

and this is your player with initial values:

 public class IncrementSaveTest : MonoBehaviour
  {
      //here you set INITIAL values for new player :)
      public float health = 100f; 
      public float mana = 50f;
  
      public void Start()
      {
          PlayerData data = SaveSystem2.LoadPlayer();
          if(data!=null)
              data.Load(this);
      }
  
      public void Update()
      {
          mana += Time.deltaTime;
          
      }
 
     public void OnDestroy()
     {    //save data only when its needed - 
          //by button or when player is destroyed (quit scene)
          SaveSystem2.SavePlayer(this);
     }
  }
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