- 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;
- }
- }