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Unity Game Development Scripting

You're reading from   Unity Game Development Scripting Write efficient C# scripts to create modular key game elements that are usable for any kind of Unity project

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Product type Paperback
Published in Dec 2014
Publisher
ISBN-13 9781783553631
Length 202 pages
Edition 1st Edition
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Author (1):
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Kyle D'Aoust Kyle D'Aoust
Author Profile Icon Kyle D'Aoust
Kyle D'Aoust
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Toc

Table of Contents (12) Chapters Close

Preface 1. Interactive Input FREE CHAPTER 2. GUI Time 3. Expandable Item Classes 4. Inventory 5. Enemy and Friendly AIs 6. Keeping Score 7. Creating Save and Load Systems 8. Aural Integration 9. Game Settings 10. Putting It All Together Index

Saving data with flat files


The first and more common way to save data (that we will go over) is using the flat file system. In this style, you can save a normal text file with data from your game and load it later on. We will also discuss how to customize our file so that we can have our own extension added to it. For our flat file system, we will save the player's position as well as our statistics that we created earlier in this book. To start off, we will need to create a new C# script and name it FLAT_Save_System.

Adding the required variables

Before we start adding our variables and other code, we need to make sure that we have all the required using statements. Add these using statements to your code:

using UnityEngine;
using System.Collections;
using System.Collections.Generic;
using System;
using System.IO;
using System.Text;

For this script, we will only need to create a few public variables; add these to your script:

public string sFileName;
public string sDirectory;
  
public GameObject...
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