verbracht meine letzten zwei Stunden helfen versuchen zu lernen, wie meine Daten zu serialisiert ich brauche einen Code, der meine Daten in „StatContainer“ serialisiert ich dies versucht:Benötigen Sie in Serialisierung
und viel mehr aber ich war nicht fähig zu verstehen, wie meine Daten serialisiert
using UnityEngine;
using System.Collections;
public class Stats : MonoBehaviour
{
StatContainer stats = new StatContainer();
// Use this for initialization
void Start() {
InvokeRepeating ("AddCoins", 4.0f, 2.0f);
InvokeRepeating ("AddScore", 1.5f, 1.5f);
}
// Update is called once per frame
void Update() {
this.stats.Update();
}
void AddCoins(){
if (BunnyScript.BunnyAlive == true) {
StatContainer.coins += 1;
}
}
void AddScore(){
if (BunnyScript.BunnyAlive == true) {
StatContainer.score += 1;
}
}
}
[System.Serializable]
public class StatContainer
{
public static int coins = 0;
public static int totalcoins = 0;
public static int score = 0;
public static int personalbest = 0;
public static float UmbrellaSpeed = 0.1f;
public static float currentumbdur = 500;
public static int CarrotSpawnRateLVL = 1;
public static float CarrotSpawnRate = 60f;
public static int CarrotSpawnRateUpgradeCost = 15;
public static int UmbrellaDurabilityLVL = 1;
public static float UmbrellaDurability = 500;
public static int UmbrellaDurabilityUpgradeCost = 30;
public static int UmbrellaSizeLVL = 1;
public static float UmbrellaSize = 0f;
public static int UmbrellaSizeUpgradeCost = 25;
public static int CarrotEffectLVL = 1;
public static float CarrotEffect = 20;
public static int CarrotEffectUpgradeCost = 25;
public static int HealthRegenLVL = 1;
public static float HealthRegenTime = 4f;
public static int HealthRegenCost = 100;
public static int BuyTreesCost = 250;
public static int Tree1Bought = 0;
public static float Tree1Size = 0;
public static int Tree1SizeLVL = 1;
public static int Tree1SizeUpgradeCost = 50;
public static int Tree2Bought = 0;
public static float Tree2Size = 0;
public static int Tree2SizeLVL = 1;
public static int Tree2SizeUpgradeCost = 50;
public static int Tree3Bought = 0;
public static float Tree3Size =0;
public static int Tree3SizeLVL = 1;
public static int Tree3SizeUpgradeCost = 50;
// and the rest
public void Update(){
if (score > personalbest) {
personalbest = score;
}
}
}
das ist, wie ich versuche, es
using UnityEngine;
using System.Collections;
using System.Collections.Generic;
using System.Runtime.Serialization.Formatters.Binary;
using System.IO;
public static class SaveLoad {
public static List<StatContainer> savedGames = new List<StatContainer>();
//it's static so we can call it from anywhere
public static void Save() {
SaveLoad.savedGames.Add(StatContainer.current);
BinaryFormatter bf = new BinaryFormatter();
//Application.persistentDataPath is a string, so if you wanted you can put that into debug.log if you want to know where save games are located
FileStream file = File.Create (Application.persistentDataPath + "/savedGames.gd"); //you can call it anything you want
bf.Serialize(file, SaveLoad.savedGames);
file.Close();
}
public static void Load() {
if(File.Exists(Application.persistentDataPath + "/savedGames.gd")) {
BinaryFormatter bf = new BinaryFormatter();
FileStream file = File.Open(Application.persistentDataPath + "/savedGames.gd", FileMode.Open);
SaveLoad.savedGames = (List<StatContainer>)bf.Deserialize(file);
file.Close();
}
}
}
zu serialisiert
Ich bin der Last fuction in beggining des Spiels aufrufen und pariert alle 2 Sek
Also, was ist Ihre Frage? – kirkpatt
Wie serialisiert ich die Daten in StatContainer –
Sie müssen weitere Informationen zu Ihrem Problem hinzufügen. – kirkpatt