I want to create a custom file save with XML (I don't like the way PlayerPrefs does it) but from what I've read, the way I'm doing it right now won't allow me to write/modify the file at runtime, which defeats the whole purpose of it. I don't really care if the file is human-readable like the PlayerPrefs xml file is, as long as it's read and write.
Here's the script I'm using for accessing the file and whatnot, but there's no write-to method yet (as that's when I hit a hitch on the road):
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
using System.Xml.Serialization;
using System.IO;
[XmlRoot("LevelCollection")]
public class XML_LevelCollection {
[XmlArray("Levels")]
[XmlArrayItem ("Level")]
public List Levels = new List ();
public static XML_LevelCollection Load (string path) {
TextAsset LevelContainerXML = Resources.Load (path);
XmlSerializer Serializer = new XmlSerializer (typeof (XML_LevelCollection));
StringReader Reader = new StringReader (LevelContainerXML.text);
XML_LevelCollection levels = Serializer.Deserialize (Reader) as XML_LevelCollection;
Reader.Close ();
return levels;
}
}
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