Created
April 2, 2017 05:06
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Unity persistent data script
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| // basic persistant data saving and loading: https://unity3d.com/learn/tutorials/topics/scripting/persistence-saving-and-loading-data | |
| using UnityEngine; | |
| using System.Collections; | |
| using UnityEngine.UI; | |
| using System; | |
| using System.Runtime.Serialization.Formatters.Binary; | |
| using System.IO; | |
| public class IAPManager : MonoBehaviour { | |
| public bool _isProductCleared = false; | |
| bool _isPremium = false; | |
| public Text _label; | |
| const string FILE_PATH = "/playerInfo.dat"; | |
| public static IAPManager _iapManager; | |
| void Awake () { | |
| if (_iapManager == null) { | |
| DontDestroyOnLoad (this.gameObject); | |
| _iapManager = this; | |
| } else if (_iapManager != this) { | |
| Destroy (this.gameObject); | |
| } | |
| } | |
| void Start () { | |
| if (_isProductCleared) { | |
| DeleteFile (); | |
| } | |
| Load (); | |
| IAPStatus (); | |
| } | |
| public void IAPBought () { | |
| _isPremium = true; | |
| IAPStatus (); | |
| Save (); | |
| } | |
| void IAPStatus () { | |
| if (_isPremium) { | |
| _label.text = "IAP Purchased\n"; | |
| } else { | |
| _label.text = "-------------"; | |
| } | |
| } | |
| public void Save () { | |
| BinaryFormatter bf = new BinaryFormatter (); | |
| FileStream file = File.Create (Application.persistentDataPath + FILE_PATH); | |
| PlayerData data = new PlayerData (); | |
| data.isPremium = _isPremium; | |
| bf.Serialize (file, data); | |
| file.Close (); | |
| } | |
| public void Load () { | |
| if (File.Exists ((Application.persistentDataPath + FILE_PATH))) { | |
| BinaryFormatter bf = new BinaryFormatter (); | |
| FileStream file = File.Open (Application.persistentDataPath + FILE_PATH, FileMode.Open); | |
| PlayerData data = bf.Deserialize (file) as PlayerData; | |
| file.Close (); | |
| _isPremium = data.isPremium; | |
| } | |
| } | |
| public void DeleteFile () { | |
| if (File.Exists ((Application.persistentDataPath + FILE_PATH))) { | |
| File.Delete((Application.persistentDataPath + FILE_PATH)); | |
| _label.text = "-------------"; | |
| } | |
| } | |
| public bool IsPremium () { | |
| if (_isPremium) { | |
| IAPStatus (); | |
| } | |
| return _isPremium; | |
| } | |
| } | |
| [Serializable] | |
| class PlayerData { | |
| public bool isPremium; | |
| } |
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