using UnityEngine; using System.IO; using System.Runtime.Serialization.Formatters.Binary; public static class SaveSystem { public static void SavePlayer () { BinaryFormatter formatter = new BinaryFormatter(); string path = Application.persistentDataPath + "/player.save"; FileStream stream = new FileStream(path, FileMode.Create); PlayerData data = new PlayerData(); formatter.Serialize(stream, data); stream.Close(); } public static PlayerData LoadPlayer () { string path = Application.persistentDataPath + "/player.save"; if (File.Exists(path)) { BinaryFormatter formatter = new BinaryFormatter(); FileStream stream = new FileStream(path, FileMode.Open); PlayerData data = formatter.Deserialize(stream) as PlayerData; stream.Close(); return data; } else { Debug.LogError("SaveFile not found in " + path); return null; } } }