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Question by spiralfire11 · Sep 09, 2013 at 11:18 PM · savedatabaseongui

How to make a Save folder and Destroy it

I have no idea how to do this. I can only guess how to do it, but I know it's wrong. I'm bummed... Help please?

 import System;
 import System.Collections;
 import System.Xml;
 import System.Xml.Serialization;
 import System.IO;
 import System.Text;
  
 // Anything we want to store in the XML file, we define it here
 class DemoData
 {
 var x : float;
 var y : float;
 var z : float;
 var name : String;
 }
  
 // UserData is our custom class that holds our defined objects we want to store in XML format
 class UserData
 {
 // We have to define a default instance of the structure
 public var _iUser : DemoData = new DemoData();
 // Default constructor doesn't really do anything at the moment
 function UserData() { }
 }
  
 //public class GameSaveLoad: MonoBehaviour {
  
 // An example where the encoding can be found is at
 // http://www.eggheadcafe.com/articles/system.xml.xmlserialization.asp
 // We will just use the KISS method and cheat a little and use
 // the examples from the web page since they are fully described
  
 // This is our local private members
 private var _Save : Rect;
 private var _Load : Rect;
 private var _SaveMSG : Rect;
 private var _LoadMSG : Rect;
 //var _ShouldSave : boolean;
 //var _ShouldLoad : boolean;
 //var _SwitchSave : boolean;
 //var _SwitchLoad : boolean;
 private var _FileLocation : String;
 private var _FileName : String = "SaveData.xml";
  
 //public GameObject _Player;
 var _Player : GameObject;
 var _PlayerName : String = "Joe Schmoe";
  
 private var myData : UserData;
 private var _data : String;
  
 private var VPosition : Vector3;
  
 // When the EGO is instansiated the Start will trigger
 // so we setup our initial values for our local members
 //function Start () {
 function Awake () {
 // We setup our rectangles for our messages
 _Save=new Rect(10,80,100,20);
 _Load=new Rect(10,100,100,20);
 _SaveMSG=new Rect(10,120,200,40);
 _LoadMSG=new Rect(10,140,200,40);
  
 // Where we want to save and load to and from
 _FileLocation=Application.dataPath;
  
  
 // we need soemthing to store the information into
 myData=new UserData();
 }
  
 function Update () {}
  
 function OnGUI()
 {
  
 // ***************************************************
 // Loading The Player...
 // **************************************************
 if (GUI.Button(_Load,"Load")) {
  
 GUI.Label(_LoadMSG,"Loading from: "+_FileLocation);
 // Load our UserData into myData
 LoadXML();
 if(_data.ToString() != "")
 {
 // notice how I use a reference to type (UserData) here, you need this
 // so that the returned object is converted into the correct type
 //myData = (UserData)DeserializeObject(_data);
 myData = DeserializeObject(_data);
 // set the players position to the data we loaded
 VPosition=new Vector3(myData._iUser.x,myData._iUser.y,myData._iUser.z);
 _Player.transform.position=VPosition;
 // just a way to show that we loaded in ok
 Debug.Log(myData._iUser.name);
 }
  
 }
  
 // ***************************************************
 // Saving The Player...
 // **************************************************
 if (GUI.Button(_Save,"Save")) {
  
 GUI.Label(_SaveMSG,"Saving to: "+_FileLocation);
 //Debug.Log("SaveLoadXML: sanity check:"+ _Player.transform.position.x);
  
 myData._iUser.x = _Player.transform.position.x;
 myData._iUser.y = _Player.transform.position.y;
 myData._iUser.z = _Player.transform.position.z;
 myData._iUser.name = _PlayerName;
  
 // Time to creat our XML!
 _data = SerializeObject(myData);
 // This is the final resulting XML from the serialization process
 CreateXML();
 Debug.Log(_data);
 }
 if (Application.LoadLevel == "death") {
 GUI.Label(_SaveMSG,"Saving to: "+_FileLocation);
 //Debug.Log("SaveLoadXML: sanity check:"+ _Player.transform.position.x);
  
 myData._iUser.x = _Player.transform.position.x;
 myData._iUser.y = _Player.transform.position.y;
 myData._iUser.z = _Player.transform.position.z;
 myData._iUser.name = _PlayerName;
  
 // Time to creat our XML!
 _data = SerializeObject(myData);
 // This is the final resulting XML from the serialization process
 CreateXML();
 Debug.Log(_data);
 }
  } 
  
  
 /* The following metods came from the referenced URL */
 //string UTF8ByteArrayToString(byte[] characters)
 function UTF8ByteArrayToString(characters : byte[] )
 {
 var encoding : UTF8Encoding = new UTF8Encoding();
 var constructedString : String = encoding.GetString(characters);
 return (constructedString);
 }
  
 //byte[] StringToUTF8ByteArray(string pXmlString)
 function StringToUTF8ByteArray(pXmlString : String)
 {
 var encoding : UTF8Encoding = new UTF8Encoding();
 var byteArray : byte[] = encoding.GetBytes(pXmlString);
 return byteArray;
 }
  
 // Here we serialize our UserData object of myData
 //string SerializeObject(object pObject)
 function SerializeObject(pObject : Object)
 {
 var XmlizedString : String = null;
 var memoryStream : MemoryStream = new MemoryStream();
 var xs : XmlSerializer = new XmlSerializer(typeof(UserData));
 var xmlTextWriter : XmlTextWriter = new XmlTextWriter(memoryStream, Encoding.UTF8);
 xs.Serialize(xmlTextWriter, pObject);
 memoryStream = xmlTextWriter.BaseStream; // (MemoryStream)
 XmlizedString = UTF8ByteArrayToString(memoryStream.ToArray());
 return XmlizedString;
 }
  
 // Here we deserialize it back into its original form
 //object DeserializeObject(string pXmlizedString)
 function DeserializeObject(pXmlizedString : String)
 {
 var xs : XmlSerializer = new XmlSerializer(typeof(UserData));
 var memoryStream : MemoryStream = new MemoryStream(StringToUTF8ByteArray(pXmlizedString));
 var xmlTextWriter : XmlTextWriter = new XmlTextWriter(memoryStream, Encoding.UTF8);
 return xs.Deserialize(memoryStream);
 }
  
 // Finally our save and load methods for the file itself
 function CreateXML()
 {
 var writer : StreamWriter;
 //FileInfo t = new FileInfo(_FileLocation+"\\"+ _FileName);
 var t : FileInfo = new FileInfo(_FileLocation+"/"+ _FileName);
 if(!t.Exists)
 {
 writer = t.CreateText();
 }
 else
 {
 t.Delete();
 writer = t.CreateText();
 }
 writer.Write(_data);
 writer.Close();
 Debug.Log("File written.");
 }
  
 function LoadXML()
 {
 //StreamReader r = File.OpenText(_FileLocation+"\\"+ _FileName);
 var r : StreamReader = File.OpenText(_FileLocation+"/"+ _FileName);
 var _info : String = r.ReadToEnd();
 r.Close();
 _data=_info;
 Debug.Log("File Read");
 }
  
 //}
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avatar image spiralfire11 · Sep 09, 2013 at 11:30 PM 0
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In the post

avatar image spiralfire11 · Sep 15, 2013 at 12:28 AM 0
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NV$$anonymous$$ I fixed the problem

avatar image Benproductions1 · Sep 15, 2013 at 01:34 AM 0
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Then close the question or post an answer yourself on how you fixed it

avatar image spiralfire11 · Sep 16, 2013 at 09:49 PM 0
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O$$anonymous$$ fine!..

avatar image Benproductions1 · Sep 17, 2013 at 09:10 AM 0
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replying with "O$$anonymous$$ fine!.." is NOT closing the question OR answering it. Do one or the other. don't post "O$$anonymous$$ fine!.."

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Answer by Tarlius · Sep 10, 2013 at 03:47 AM

Another, simpler (but less powerful) option would be to look at the PlayerPrefs class.

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Answer by Benproductions1 · Sep 10, 2013 at 02:22 AM

Hello,

I think you need to do some research on how IO works. Take a look at the documentation for System.IO (.NET) for information on accessing files and directories.

Note that Destroy only hs effects on UnityObjects. It doesn't work for System Objects (AFAIK)) and should definately not be used with it. If you want an object "destroyed", simply remove all references to it.

Hopet his helps,
Benproductions1

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