Scriptum/Assets/Scripts/SceneManager/SaveInventory/SaveInventorySystem.cs

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using System.Collections;
using System.Collections.Generic;
using UnityEngine;
using System.IO;
using System.Runtime.Serialization.Formatters.Binary;
public class SaveInventorySystem : MonoBehaviour
{
public static void SaveInventoryItemsList(Dictionary<int, EquippableItemPrefarbAsset> equitabbleItemList, string ElementName)
{
BinaryFormatter formatter = new BinaryFormatter();
// todo: add in scene name folder
string path = SaveSystem.GetSavePath();
Debug.Log("Saved Inventory at " + path);
if (!Directory.Exists(path))
Directory.CreateDirectory(path);
path += "/" + ElementName + ".fun";
FileStream stream = new FileStream(path, FileMode.Create);
Dictionary<int, EquippableItemPrefarbAssetData> data = new Dictionary<int, EquippableItemPrefarbAssetData>();
foreach(KeyValuePair<int, EquippableItemPrefarbAsset> equitabbleItemEntry in equitabbleItemList)
{
data[equitabbleItemEntry.Key] = new EquippableItemPrefarbAssetData(equitabbleItemEntry.Value);
}
formatter.Serialize(stream, data);
stream.Close();
}
private static void Save()
{
}
public static Dictionary<int, EquippableItemPrefarbAssetData> LoadInventoryItemsList(string ElementName)
{
string path = SaveSystem.GetSavePath() + "/" + ElementName + ".fun";
if(File.Exists(path))
{
BinaryFormatter formatter = new BinaryFormatter();
FileStream stream = new FileStream(path, FileMode.Open);
Dictionary<int, EquippableItemPrefarbAssetData> equitabbleItemList = formatter.Deserialize(stream) as Dictionary<int, EquippableItemPrefarbAssetData>;
stream.Close();
return equitabbleItemList;
} else {
Debug.Log("Save file not found in " + path);
return null;
}
}
}