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Data
DucNV_2000 edited this page Oct 17, 2024
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flowchart LR
Unity.Serialization{Unity.Serialization} --> W(Write) & R(Read)
click Unity.Serialization "https://docs.unity3d.com/Packages/[email protected]/manual/index.html" _blank
Data[("Data <br> Profile 0<br>.<br>.<br>.<br> Profile N <br> Dictionary<string,byte[]>")] --> |Default use profile 0| ChangeProfile(ChangeProfile)
Data --> |Auto save on Application pause or quit| SaveToFile(SaveToFile)--> Unity.Serialization
Data --> |Auto load when startup| LoadFromFile(LoadFromFile)--> Unity.Serialization
Data --> Get(Get<T>) & Set(Set<T>) & DeleteKey(DeleteKey) & HasKey(HasKey) & DeleteAll(DeleteAll)
File{{File Data}} --- W & R
- Using Unity.Serialization to serialize binary data
- Data allows you to store data in byte[] form in blocks called profiles. Each profile is a Dictionary with the key as a string and the value as a byte[].
The default profile will be 0 if you want to Load or Save in another profile you will need to call the
ChangeProfile
function.
- Initialize data when loading the game:
GameData.Init()
- Change Profile:
GameData.ChangeProfile(int profile)
- Load Data:
GameData.Load()
Load all data from file for game, data will be loaded automatically when starting the game - Get Data:
GameData.Get("KEY", valueDefault);
use similar to PlayerPrefs - Set Data:
GameData.Set("KEY", value);
use similar to PlayerPrefs - Save Data:
GameData.Save()
data will be automatically saved when quit game or pause game. - Has Key:
GameData.HasKey(string key)
to check if the profile has a key, - DeleteKey:
GameData.DeleteKey(string key)
to delete the key from the profile - DeleteAll:
GameData.DeleteAll()
to delete the entire key - Backup:
GameData.Backup()
Get raw byte[] of all data of profile - Restore:
GameData.Restore(byte[] bytes)
Load from byte[]