Well, I got it to work, however, when I change the original position, you won’t believe, what happens, the parent object assigned to GameObject moves, but all the children stay at the old location. Here is the code:
using UnityEngine;
using System.Collections;
using System.Xml;
using System.Xml.Serialization;
using System.IO;
using System.Text;
public class _GameSaveLoad: MonoBehaviour {
// An example where the encoding can be found is at
// [url]http://www.eggheadcafe.com/articles/system.xml.xmlserialization.asp[/url]
// 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
Rect _Save, _Load, _SaveMSG, _LoadMSG;
bool _ShouldSave, _ShouldLoad;
string _FileLocation,_FileName;
public GameObject _Player;
UserData myData;
string _PlayerName;
string _data;
Vector3 VPosition;
// When the EGO is instansiated the Start will trigger
// so we setup our initial values for our local members
void Start () {
// We setup our rectangles for our messages
_Save=new Rect(10,80,100,20);
_Load=new Rect(10,100,100,20);
_SaveMSG=new Rect(10,120,400,40);
_LoadMSG=new Rect(10,140,400,40);
// Where we want to save and load to and from
_FileLocation=Application.dataPath;
_FileName="SaveData.xml";
// for now, lets just set the name to Joe Schmoe
_PlayerName = "Joe Schmoe";
// we need soemthing to store the information into
myData=new UserData();
}
void Update () {}
void OnGUI()
{
if(_ShouldSave !_ShouldLoad)
{
GUI.Label(_SaveMSG,"Saving to: "+_FileLocation);
myData._iUser.x=_Player.transform.position.x;
myData._iUser.y=_Player.transform.position.y;
myData._iUser.z=_Player.transform.position.z;
myData._iUser.name=_PlayerName;
// Time to creat our XML!
_data = SerializeObject(myData);
// This is the final resulting XML from the serialization process
CreateXML();
Debug.Log(_data);
}
else
{
// Show our Save Button
_ShouldSave = GUI.Button(_Save,"Save");
}
if(_ShouldLoad ! _ShouldSave)
{
GUI.Label(_LoadMSG,"Loading from: "+_FileLocation);
// 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 = (UserData)DeserializeObject(_data);
VPosition=new Vector3(myData._iUser.x,myData._iUser.y,myData._iUser.z);
_Player.transform.position=VPosition;
// just a way to show that we loaded in ok
Debug.Log(myData._iUser.name);
}
// set the players position to the data we loaded
}
else
{
// Show our Load button
_ShouldLoad = GUI.Button(_Load,"Load");
}
}
/* 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(UserData));
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(UserData));
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 UserData
{
// We have to define a default instance of the structure
public DemoData _iUser;
// Default constructor doesn't really do anything at the moment
public UserData() { }
// Anything we want to store in the XML file, we define it here
public struct DemoData
{
public float x;
public float y;
public float z;
public string name;
}
}
If you create an EGO, place this on the EGO, change the GameObject to that of the first person controller, move him around a bit, save it, by using the Save button on the screen, move him about a bit some more and click on Load, this will reset him to your last saved location, the camera will fall to the ground and the player pill will have rest to the new location.