C# Deserializing XML and Assigning Values

Hi everyone, I have been working on a modified version of the Save and Load from XML U3 Collections. I made it so it saved values and load values. I managed to get the save part done but the load part I’m not sure how to setup. I want to make it so when I click on the load button that it loads the XML file and the values from the XML file are assigned to the values within the script.

using UnityEngine; 
using System.Collections;
using System.Collections.Generic; 
using System.Xml; 
using System.Xml.Serialization; 
using System.IO; 
using System.Text; 
 
public class _GameSaveLoad1: MonoBehaviour { 
 
   // An example where the encoding can be found is at 
   // http://www.eggheadcafe.com/articles/system.xml.xmlserialization.asp 
   // We will just use the KISS method and cheat a little and use 
   // the examples from the web page since they are fully described 
 
   // This is our local private members 
   bool _ShouldSave, _ShouldLoad,_SwitchSave,_SwitchLoad; 
   string _FileLocation,_FileName;  
   UserData1 myData; 
   string _data; 
   public float exampleFloat = 1.25f; 
   public string exampleString ="Giraffe";
   public int exampleInt = 5;
   public bool exampleBool = false;
   public string[] exampleArray = new string[]{"A","B","C","D"};
   public List <int> exampleList = new List<int>();
   // When the EGO is instansiated the Start will trigger 
   // so we setup our initial values for our local members 
   void Start () {
  exampleList.Add(1);
  exampleList.Add(2);
  exampleList.Add(3);
  exampleList.Add(4);
      // We setup our rectangles for our messages 
 
      // Where we want to save and load to and from 
      _FileLocation=Application.dataPath; 
      _FileName="SaveData.xml"; 
 
 
      // we need soemthing to store the information into 
      myData=new UserData1(); 
   } 
 
   void Update () {} 
   void OnGUI() 
   {    
 
   //*************************************************** 
   // Loading The Player... 
   // **************************************************       
   if (GUILayout.Button("Load")) { 
 
      // Load our UserData into myData 
      LoadXML(); 
      if(_data.ToString() != "") 
      { 
        // notice how I use a reference to type (UserData) here, you need this 
        // so that the returned object is converted into the correct type 
        myData = (UserData1)DeserializeObject(_data); 
		// set the players position to the data we loaded        
        // just a way to show that we loaded in ok 
      } 
 
   } 
 
   //*************************************************** 
   // Saving The Player... 
   // **************************************************    
   if (GUILayout.Button("Save")) { 
 
     myData._iUser.ExampleFloat = exampleFloat;
     myData._iUser.ExampleString = exampleString;
	 myData._iUser.ExampleInt = exampleInt;
     myData._iUser.ExampleBool = exampleBool;
     myData._iUser.ExampleArray = exampleArray;
     myData._iUser.ExampleList = exampleList;
     // Time to creat our XML! 
     _data = SerializeObject(myData); 
     // This is the final resulting XML from the serialization process 
     CreateXML(); 
     Debug.Log(_data); 
   } 
 
 
   } 
 
   /* The following metods came from the referenced URL */ 
   string UTF8ByteArrayToString(byte[] characters) 
   {      
      UTF8Encoding encoding = new UTF8Encoding(); 
      string constructedString = encoding.GetString(characters); 
      return (constructedString); 
   } 
 
   byte[] StringToUTF8ByteArray(string pXmlString) 
   { 
      UTF8Encoding encoding = new UTF8Encoding(); 
      byte[] byteArray = encoding.GetBytes(pXmlString); 
      return byteArray; 
   } 
 
   // Here we serialize our UserData object of myData 
   string SerializeObject(object pObject) 
   { 
      string XmlizedString = null; 
      MemoryStream memoryStream = new MemoryStream(); 
      XmlSerializer xs = new XmlSerializer(typeof(UserData1)); 
      XmlTextWriter xmlTextWriter = new XmlTextWriter(memoryStream, Encoding.UTF8); 
      xs.Serialize(xmlTextWriter, pObject); 
      memoryStream = (MemoryStream)xmlTextWriter.BaseStream; 
      XmlizedString = UTF8ByteArrayToString(memoryStream.ToArray()); 
      return XmlizedString; 
   } 
 
   // Here we deserialize it back into its original form 
   object DeserializeObject(string pXmlizedString) 
   { 
      XmlSerializer xs = new XmlSerializer(typeof(UserData1)); 
      MemoryStream memoryStream = new MemoryStream(StringToUTF8ByteArray(pXmlizedString)); 
      XmlTextWriter xmlTextWriter = new XmlTextWriter(memoryStream, Encoding.UTF8); 
      return xs.Deserialize(memoryStream); 
   } 
 
   // Finally our save and load methods for the file itself 
   void CreateXML() 
   { 
      StreamWriter writer; 
      FileInfo t = new FileInfo(_FileLocation+"\\"+ _FileName); 
      if(!t.Exists) 
      { 
         writer = t.CreateText(); 
      } 
      else 
      { 
         t.Delete(); 
         writer = t.CreateText(); 
      } 
      writer.Write(_data); 
      writer.Close(); 
      Debug.Log("File written."); 
   } 
 
   void LoadXML() 
   { 
      StreamReader r = File.OpenText(_FileLocation+"\\"+ _FileName); 
      string _info = r.ReadToEnd(); 
      r.Close(); 
      _data=_info; 
      Debug.Log("File Read"); 
   } 
} 
 
// UserData is our custom class that holds our defined objects we want to store in XML format 
 public class UserData1 
 { 
    // We have to define a default instance of the structure 
   public DemoData _iUser; 
    // Default constructor doesn't really do anything at the moment 
   public UserData1() { } 
 
   // Anything we want to store in the XML file, we define it here 
   public struct DemoData 
   { 
      public float ExampleFloat; 
	  public string ExampleString;
	  public int ExampleInt;
	  public bool ExampleBool;
	  public string[] ExampleArray;
	  public List <int> ExampleList;
   } 
}

Here is what the XML file Looks like.

<?xml version="1.0" encoding="utf-8"?>
<UserData1 xmlns:xsi="http://www.w3.org/2001/XMLSchema-instance" xmlns:xsd="http://www.w3.org/2001/XMLSchema">
	<_iUser>
		<ExampleFloat>1.25</ExampleFloat>
		<ExampleString>Giraffe</ExampleString>
		<ExampleInt>5</ExampleInt>
		<ExampleBool>false</ExampleBool>
		<ExampleArray>
			<string>A</string>
			<string>B</string>
			<string>C</string>
			<string>D</string>
		</ExampleArray>
		<ExampleList>
			<int>1</int>
			<int>2</int>
			<int>3</int>
			<int>4</int>
		</ExampleList>
	</_iUser>
</UserData1>

Now that the data is saved how would I access the values and assign them?