using System.Collections; using System.Collections.Generic; using UnityEngine; using System.IO; using System.Runtime.Serialization.Formatters.Binary; public static class PropertiesHandler { public static void SaveProperties(string data) { BinaryFormatter formatter = new BinaryFormatter(); string path = Application.persistentDataPath + "/properties.smyal"; FileStream stream = new FileStream(path, FileMode.Create); formatter.Serialize(stream, data); stream.Close(); } public static string LoadProperties() { string path = Application.persistentDataPath + "/properties.smyal"; if (File.Exists(path)) { BinaryFormatter formatter = new BinaryFormatter(); FileStream stream = new FileStream(path, FileMode.Open); string data = formatter.Deserialize(stream) as string; stream.Close(); return data; } else { Debug.LogError("Save file not found in " + path); return null; } } public static bool checkExists() { string path = Application.persistentDataPath + "/properties.smyal"; return File.Exists(path); } }