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Question by lilscarecrow · Dec 05, 2015 at 06:16 PM · arrayserializationclasscustom

Custom Class Array Serialization Problem

I am having trouble figuring out how to serialize data correctly when it comes to custom class arrays. I currently have a persistent info object that contains a nested serialization method to save all of the persistent data in the game. I want to save an array of enemies remaining in a scene and have an enemy script that I attach to all enemies. So I have a successful Enemy[] to pass through, but every time I try and serialize, I get a bunch of errors like end of stream and such. Is there a better way to achieve what I am looking for?

 public void Save(string path)
     {
         BinaryFormatter bf = new BinaryFormatter();
         FileStream file = File.Create(Application.persistentDataPath + "/" + path + ".dat");
         PlayerData data = new PlayerData();
         //put in info for data
         data.setData();
         bf.Serialize(file, data);
         file.Close();
     }

     public bool Load(string path)
     {
         if(File.Exists(Application.persistentDataPath + "/" + path + ".dat"))
         {
             BinaryFormatter bf = new BinaryFormatter();
             FileStream file = File.Open(Application.persistentDataPath + "/" + path + ".dat", FileMode.Open);
             PlayerData data = (PlayerData) bf.Deserialize(file);
             file.Close();
 
             //take info from file into data
             data.getData();
             return true;
         }
         return false;
     }
 
     [Serializable]
     class PlayerData
     {
         private int enemyCount;
         private Enemy[] enemies;
         public void setData()
         {
             enemyCount = control.getEnemyCount();
             enemies = control.getEnemyArray();
         }
 
         public void getData()
         {
             control.setEnemyCount(enemyCount);
             control.setEnemyArray(enemies);
         }
     }
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