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Question by norbiu · Jan 22, 2021 at 08:28 PM · scripting problemsaveloadscriptable object

Loading external file data into Scriptable Object

I've been at this for two long days, trying to figure out a way to handle saving and loading data for a mobile puzzle game I'm working on. The game has level packs and each level pack has multiple levels. Level packs can be purchased via IAP.


I need access to the fixed data and an easy way to add new data, so I used Scriptable Objects to store my Level Pack and Level data:


LevelPack

  • id

  • type (paid, free)

  • IAPproductId

  • levels (list of levels)


Level

  • id

  • totalTime (total time to solve puzzle)

  • warningTime (give a warning during level)

  • levels (list of levels)


The problem is that I need to also store the following dynamic data, which can change during runtime:

  • completedTime for each level

  • isPurchased for each level pack


I tried adding these to the scriptable objects and it's really easy to maintain and work with. But I can't figure out a way to persist that data. I created a save system that saves just the completed levels to an external file using binary formatter. So every time a level is completed, I change Level.completedTime to the new time on the scriptable object, then do GameState.Instance.UpdateLevelProgress(levelPack.id, levelId, time); to save the file that contains a dictionary with all the completed times.


 public void UpdateLevelProgress(int levelPackId, int levelId, float time)
     {
         if (!levelProgress.ContainsKey(levelPackId))
         {
             levelProgress.Add(levelPackId, new Dictionary<int, float>());
         }
 
         // set time
         levelProgress[levelPackId][levelId] = time;
 
         // save to file
         SaveGame();
     }

Even though I figured out how to save, I don't know how to load the data from the file into each Level scriptable object. There is an onEnable function, but that runs way before my GameState.LoadGame()function that runs inside a preload scene. So GameState.Instance.levelProgress is empty at that point.


Is there a better, cleaner way to do this?

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