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using UnityEngine;
using System;
using System.IO;
using System.Runtime.Serialization.Formatters.Binary;
[Serializable]
public class Settings {
public Audio audio;
public static string fileName;
public static Settings CreateDefault() {
return new Settings {
audio = Audio.CreateDefault()
};
}
public Settings() {
}
[Serializable]
public class Audio {
public float SfxVolume {
get; set;
}
public float MusicsVolume {
get; set;
}
public static Audio CreateDefault() {
return new Audio() {
MusicsVolume = 0,
SfxVolume = 0
};
}
public Audio() {
}
}
public enum AudioType {
Default
}
public static void Save(Settings settings, string path) {
BinaryFormatter bf = new BinaryFormatter();
FileStream file = File.Create(path);
bf.Serialize(file, settings);
file.Close();
Debug.Log("Successfully saved settings to " + fileName);
}
public static Settings Load(string path) {
if (File.Exists(path)) {
Debug.Log(fileName + " does exist. Starting loading settings.");
BinaryFormatter bf = new BinaryFormatter();
FileStream file = File.Open(path, FileMode.Open);
Settings settings = (Settings)bf.Deserialize(file);
file.Close();
Debug.Log("Settings successfully loaded from " + fileName + " : " + settings);
return settings;
}
else {
Debug.Log(fileName + " was not found. Creating default settings.");
Settings settings = CreateDefault();
Debug.Log("Default settings created: " + settings);
return settings;
}
}
}