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74 lines (60 loc) · 1.84 KB
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using System.Runtime.Serialization;
using UnityEngine;
[System.Serializable]
public class GamePlayerUnitData : BinarySerializable
{
public string unitType;
public string code;
public string uid;
public Vector3 position;
public int currentHealth;
public int level;
public int[] production; // sorted by GAME_RESOURCES_KEYS
public int attackDamage;
public float attackRange;
// building-specific
public int constructionHP;
public GamePlayerUnitData() { }
protected GamePlayerUnitData(SerializationInfo info, StreamingContext context)
{
BinarySerializable.Deserialize(this, info, context);
}
}
[System.Serializable]
public class GamePlayerData
{
public GamePlayerUnitData[] units;
public int[] resources; // sorted by GAME_RESOURCES_KEYS
}
[System.Serializable]
public class GameData : BinarySerializable
{
public static string gameUid;
private static GameData _instance;
public static GameData Instance => _instance;
public static string DATA_FILE_NAME = "GameData.data";
public GamePlayerData[] players;
public Vector3 camPosition;
public static string GetFolderPath()
=> System.IO.Path.Combine(
Application.persistentDataPath,
DATA_DIRECTORY,
"Games",
gameUid);
private static string _GetFilePath()
=> System.IO.Path.Combine(GetFolderPath(), DATA_FILE_NAME);
public GameData() { }
protected GameData(SerializationInfo info, StreamingContext context)
{
BinarySerializable.Deserialize(this, info, context);
}
public static GameData Load()
{
_instance = (GameData) BinarySerializable.Load(_GetFilePath());
return _instance;
}
public static void Save(GameData instance)
{
BinarySerializable.Save(_GetFilePath(), instance);
}
}