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Question by Nasa13 · Jun 27, 2015 at 11:30 PM · saveloadclass

nice Save but wrong load

Hello all! I have a little problem with save/load script.

I have this script

 using UnityEngine;
 using System.Collections;
 using System;
 using System.Runtime.Serialization.Formatters.Binary;
 using System.IO; 
 using System.Text;
 
 public class SaveLoadTest : MonoBehaviour {
 
     public string FileSaveName;
 
 
     public float SomeFloat1;
     public float SomeFloat2;
     public float SomeFloat3;
 
     // Use this for initialization
     void Awake () {
 
         if(File.Exists(Application.persistentDataPath + "\\" + FileSaveName))
         {
         Load();
         }
     }
     
     // Update is called once per frame
     void Update () {
 
         if(Input.GetMouseButtonDown(0))
         {
         Save();
         }
     }
 
     public void Save()
     {
         BinaryFormatter bf = new BinaryFormatter();
         FileStream file = File.Create(Application.persistentDataPath + "\\" + FileSaveName);
         LoadClass settingsData = new LoadClass();
 
 
         settingsData.SomeFloat1= SomeFloat1;    
         settingsData.SomeFloat2= SomeFloat2;    
         settingsData.SomeFloat3= SomeFloat3;    
 
         bf.Serialize(file,settingsData);
         file.Close();
     }
 
 
     public void Load()
     {
         if(File.Exists(Application.persistentDataPath + "\\" + FileSaveName))
         {
             BinaryFormatter bf = new BinaryFormatter();
             FileStream file = File.Open(Application.persistentDataPath + "\\" + FileSaveName, FileMode.Open);
             LoadClass settingsData = (LoadClass)bf.Deserialize(file);
             file.Close();
 
 
             SomeFloat1= settingsData.SomeFloat1;
             SomeFloat2= settingsData.SomeFloat2;
             SomeFloat3= settingsData.SomeFloat3;
         }
 
     }
 
     [Serializable]
     class LoadClass 
     {
         public float SomeFloat1;
         public float SomeFloat2;
         public float SomeFloat3;
     }
 }


its works perfect!

BUT!

When i try Serialize class from another script

For example like this :

  using UnityEngine;
  using System.Collections;
  using System;
  using System.Runtime.Serialization.Formatters.Binary;
  using System.IO; 
  using System.Text;
  
  public class SaveLoadTest1 : MonoBehaviour {
  
      public string FileSaveName;
  
  
      public float SomeFloat1;
      public float SomeFloat2;
      public float SomeFloat3;
  
      // Use this for initialization
      void Awake () {
  
          if(File.Exists(Application.persistentDataPath + "\\" + FileSaveName))
          {
          Load();
          }
      }
      
      // Update is called once per frame
      void Update () {
  
          if(Input.GetMouseButtonDown(0))
          {
          Save();
          }
      }
  
      public void Save()
      {
          BinaryFormatter bf = new BinaryFormatter();
          FileStream file = File.Create(Application.persistentDataPath + "\\" + FileSaveName);
          LoadClass settingsData = new LoadClass();
  
  
          settingsData.SomeFloat1= SomeFloat1;    
          settingsData.SomeFloat2= SomeFloat2;    
          settingsData.SomeFloat3= SomeFloat3;    
  
          bf.Serialize(file,settingsData);
          file.Close();
      }
  
 
      [Serializable]
      class LoadClass 
      {
          public float SomeFloat1;
          public float SomeFloat2;
          public float SomeFloat3;
      }
  }


When i "saved"(Serialize) with help of second script SaveLoadTest1(for example) my first script SaveLoadTest(for example) cant load(Deserialize class) and show me error :

InvalidCastException: Cannot cast from source type to destination type.

When i use only first script SaveLoadTest for save and load (Seria. and DeSeria.) all works nice!

Anybody can help? Explain why its happen....

Thx for your attention! (sorry for my English)

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