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Question by Brakespear · Jul 08, 2014 at 09:56 PM · c#javascriptloadingsavingclasses

C# Save/Load - Save entire class contents?

So, I'm trying to port a text adventure engine I originally wrote to run in browsers, using Javascript and jQuery, with a plugin thingy called jStorage for saving to the browser's local storage.

With the original, I was able to establish a series of objects without giving them any contents:

 var loc = {}
 var ctr = {}
 var dat = {}
 var str = {}

Then write each "location" in the game in neat little groups, like this:

 loc.INTRO1 = function(){}
 //Figure out if the player is entering area (set up location's descriptions etc), or performing action *from* area.
 
 ctr.INTRO1 = function(){}
 //Big fat switch for playerCommand, fired by loc.INTRO1 if player enters command *from* area.
 
 dat.INTRO1 = {}
 //Object containing all variables for area (state of items, characters, story events)
 
 str.INTRO1 = {}
 //Object containing all the strings used by this area, such as descriptions and dialogue.

Using this system, in conjunction with jStorage, I was able to save EVERY variable for EVERY area in the entire game, with this line:

 $.jStorage.set("storeDAT", dat);

Now, I just spent a while going over the Unity data persistence tutorial video, and recreated a (slightly modified) version of the C# script therein:

 using UnityEngine;
 using System.Collections;
 using System;
 using System.Runtime.Serialization.Formatters.Binary;
 using System.IO;
 
 public class GameStorage : MonoBehaviour {
 
     public static GameStorage storage;
     public float health;
     public float experience;
     //Note to self: access by GameStorage.storage.health etc
 
     public void Save(){
         BinaryFormatter bf = new BinaryFormatter();
         FileStream file = File.Create(Application.persistentDataPath + "/playerInfo.dat");
         
         playerData data = new playerData();
         data.health = health;
         data.experience = experience;
         
         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();
             health = data.health;
             experience = data.experience;
         }
     }
 
     [Serializable]
     class playerData {
         public float health;
         public float experience;
     }
 
 }

(I stripped out the DontDestroy stuff for the game object he uses, because my little text adventure is only going to need a single scene).

Now, I can see what this script does and how it does it... but I'm not really fluent in C# yet, and I'm trying to wrap my head around how I'd port/mimic my old system using this one.

So, after much rambling, my question is kinda simple:

Is it possible, using this sort of process, to save the contents of an entire class (instead of saving each variable one by one)?

Bonus/Alternate question: Does UnityScript support the kind of object usage shown above? Can I var up some empty objects, then add their contents, then save the overall object using that same C# function?

Any pointers you guys could give would be much appreciated (note: I'm aware of the existence of "Unity Serializer", but I'm a little reluctant to install such an extensive plugin just to save a pile of ints in a text adventure).

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Answer by Landern · Jul 08, 2014 at 10:16 PM

Create PlayerData as its own class in PlayerData.cs. Use that class and instantiate an object, use members from that type throughout the project where appropriate. Serialize that object and save it out similarly to above but by reference to that PlayerData object.

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