using System.Collections;
using System.Collections.Generic;
using UnityEngine;
using System.IO;
using System;
public class SaveManager : MonoBehaviour
{
string DirPath = Application.dataPath + "/Saves";
public void CreateNewSave(string toSave, string fileName)
{
string filePath = Application.dataPath + "/Saves/" + fileName+".json";
if (!Directory.Exists(DirPath))
{
Directory.CreateDirectory(Application.dataPath + "/Saves");
}
File.WriteAllText(filePath, toSave);
}
public bool HasSave(string fileName)
{
return File.Exists(DirPath + "/" + fileName + ".json");
}
public SaveStruct ReadSave(string fileName)
{
if (Directory.Exists(DirPath))
{
if (File.Exists(DirPath + "/" + fileName + ".json"))
{
string pathToSave = DirPath + "/" + fileName + ".json";
StreamReader streamReader = new StreamReader(pathToSave);
string temp = streamReader.ReadToEnd();
SaveStruct json = JsonUtility.FromJson<SaveStruct>(temp);
return json;
}
}
Debug.LogError("Read Save Failed!");
return new SaveStruct();
}
}
[Serializable]
public struct SaveStruct
{
public int currency;
public List<ClassStats> classStats;
public SaveStruct(int currency, List<ClassStats> classStats)
{
this.currency = currency;
this.classStats = classStats;
}
}