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Added SaveUtility static class with generic methods. #59

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70 changes: 70 additions & 0 deletions Assets/Scripts/Utilities/SaveUtility.cs
Original file line number Diff line number Diff line change
@@ -0,0 +1,70 @@
using System;
using System.Collections;
using System.Collections.Generic;
using UnityEngine;

namespace Utilities
{
public static class SaveUtility
{
/* --- Usage ----

-- Lets say we have a serialized class called Save --

[System.Serializable]
public class Save
{
public int testInt;
public List<string> TestStrings = new List<string>();
}

-- For saving this class we would do the following -->> --

Save save = new Save();
save.testInt = 5;
save.TestStrings.Add("Hello");

SaveUtility.Save(save, "testPath");

-- For loading this class we would do the following --> --

Save save = SaveUtility.Load<Save, string>("testPath");

Important : Since save operation uses PlayerPrefs and does not contain any encrypting. Dont save&load any confidential data using this class.

--- End of Usage ---- */


/// <summary>
/// Saves any serialized class on the specified savepath.
/// </summary>
public static void Save<T>(this T save, string savePath)
where T : class
{
var data = JsonUtility.ToJson(save);
PlayerPrefs.SetString(savePath, data);
}

/// <summary>
/// Loads and returns the saved class on the specified savepath.
/// If no save is found, it will return a new instance of the class.
/// </summary>
/// <returns>Loaded serialized save class</returns>
public static T Load<T,TSt>(TSt path)
where T : class, new()
where TSt : IComparable, ICloneable, IConvertible, IComparable<string>, IEnumerable<char>, IEnumerable, IEquatable<string>
{
var data = new T();

if (PlayerPrefs.HasKey(path as string) == false)
{
data.Save(path as string);
}

{
data = JsonUtility.FromJson<T>(PlayerPrefs.GetString(path as string));
}
return data;
}
}
}
11 changes: 11 additions & 0 deletions Assets/Scripts/Utilities/SaveUtility.cs.meta

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