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Question by corbinyo · Mar 28, 2018 at 09:11 PM · jsonslider

Write multiple GUI slider values to json file in Unity

I am experimenting with a the LitJson library to write static code from my unity game to .json files on my local drive. What I am trying to do it scrape the data from 10 sliders in my scene to have a json file that would neatly save and list their data when a saved button is pressed.

What I am trying to do now is not save to playerprefs, but save to a unique Json file each time the save button is pressed.

I have this script allowing me to save the slider data with a button to playerprefs.

 using System.Collections;
     using System.Collections.Generic;
     using UnityEngine;
     using UnityEngine.UI;
 
     public class buttonsave : MonoBehaviour
     {
         public Button button2;
         public Slider Slider;
         public float valueofslider; 
         Slider[] sliders;
 
         void Start()
         {
             button2.onClick.AddListener(() => buttonCallBack(button2));
             //Find Sliders
             sliders = FindObjectsOfType<Slider>() as Slider[];
             valueofslider = PlayerPrefs.GetFloat(gameObject.name + "valueofslider");
             Slider.value = valueofslider;
         }
 
         private void buttonCallBack(Button buttonPressed)
         {
             valueofslider = Slider.value;
             {
                 if (buttonPressed == button2)
                 {
                     for (int i = 0; i < sliders.Length; i++)
 
                         PlayerPrefs.SetFloat(gameObject.name + "valueofslider", valueofslider);
                     Debug.Log("saves slider value to player prefs");
 
                 }
             }
         }
 
         void OnDisable()
         {
             //Un-Register Button Events
             button2.onClick.RemoveAllListeners();
         }
     }


And code to write json data on start:

 using System.Collections;
 using System.Collections.Generic;
 using UnityEngine;
 using System.IO;
 using LitJson;
 
 
 public class writejson : MonoBehaviour
 {
 
     public ShaderValues shader = new ShaderValues("Test123", 2, 155, 100, 30);
     JsonData shaderJson;
 
     public static string GetUniqueIdentifier()
     {
         return System.Guid.NewGuid().ToString();
     }
 
 
     void Start()
     {
         shaderJson = JsonMapper.ToJson(shader);
         Debug.Log(shaderJson);
 
         File.WriteAllText(Application.dataPath + "/Json/ShaderSettings_" + GetUniqueIdentifier() + ".json", shaderJson.ToString());
 
 
     }
 
 
     public class ShaderValues
     {
 
         public string name;
         public int shadertype;
         public int red;
         public int blue;
         public int green;
 
 
     public ShaderValues(string name, int shadertype, int red, int blue, int green)
     {
         this.name = name;
         this.shadertype = shadertype;
         this.red = red;
         this.blue = blue;
         this.green = green;
 
             }
 
        }
    } 

But I am unsure how to merge this code to allow the button press to write the slider data to a json file. I am trying something like this:

 using System.Collections;
 using System.Collections.Generic;
 using UnityEngine;
 using UnityEngine.UI;
 using System.IO;
 using LitJson;
 
 
 public class SaveJsonWithButton : MonoBehaviour
 {
     public SliderValue slider = new SliderValue(slidervalue);
     JsonData shaderJson;
 
     public Button button2;
     public Slider Slider;
     public float valueofslider;
     Slider[] sliders;
 
     void Start()
     {
         button2.onClick.AddListener(() => buttonCallBack(button2));
         sliders = FindObjectsOfType<Slider>() as Slider[];
         valueofslider = PlayerPrefs.GetFloat(gameObject.name + "valueofslider");
         Slider.value = valueofslider;
     }
 
     private void buttonCallBack(Button buttonPressed)
     {
         valueofslider = Slider.value;
         {
             if (buttonPressed == button2)
             {
                 for (int i = 0; i < sliders.Length; i++)
 
                     PlayerPrefs.SetFloat(gameObject.name + "valueofslider", valueofslider);
                 Debug.Log("saves slider value to player prefs");
 
             }
         }
     }
     public class SliderValue
     {
         public int slidervalue;
 
         public SliderValue(int shadertype)
         {
             this.slidervalue = slidervalue;
 
         }
     }
 }


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