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Question by Ochreous · Dec 28, 2012 at 01:40 AM · c#xmlcustomfilename

C# Creating a Custom XML Filename

Hi everyone, I'm trying to create a XML file with a name that comes from a declared string.For some reason when I create it the file doesn't have a name. Is the _FileName = nameText+".xml"; typed correctly?

 using UnityEngine;
 using System;
 using System.Collections;
 using System.Collections.Generic;
 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 
     // 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
     public string nameText = "ExampleFile"; //edited
     Rect _Save, _Load, _SaveMSG, _LoadMSG;
     bool _ShouldSave, _ShouldLoad, _SwitchSave, _SwitchLoad;
     string _FileLocation, _FileName;
  
     Vector3 VPosition;
  
     List<SaveStructure.GameItems> _GameItems;
     public GameObject[] bodies;
     string _data = string.Empty;
  
     void Awake()
     {
         _GameItems = new List<SaveStructure.GameItems>();
     }
  
     // 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 = nameText+".xml"; //edited
     }
  
     void Update() { }
  
     bool isSaving = false;
     bool isLoading = false;
     void OnGUI()
     {
         //*************************************************** 
         // Loading The Player... 
         // **************************************************       
         if (GUI.Button(_Load, "Load") && !isLoading)
         {
             try
             {
                 isLoading = true;
                 GUI.Label(_LoadMSG, "Loading from: " + _FileLocation);
                 LoadXML();
                 Debug.Log("Data loaded");
             }
             catch (Exception ex)
             {
                 Debug.LogError(ex.ToString());
             }
             finally
             {
                 isLoading = false;
             }
  
         }
  
         //*************************************************** 
         // Saving The Player... 
         // **************************************************    
         if (GUI.Button(_Save, "Save") && !isSaving)
         {
             try
             {
                 isSaving = true;
                 GUI.Label(_SaveMSG, "Saving to: " + _FileLocation);
  
                 bodies = FindObjectsOfType(typeof(GameObject)) as GameObject[];
                 _GameItems = new List<SaveStructure.GameItems>();
                 SaveStructure.GameItems itm;
                 foreach (GameObject body in bodies)
                 {
                     itm = new SaveStructure.GameItems();
                     itm.ID = body.name + "_" + body.GetInstanceID();
                     itm.Name = body.name;
                     itm.posx = body.transform.position.x;
                     itm.posy = body.transform.position.y;
                     itm.posz = body.transform.position.z;
                     _GameItems.Add(itm);
                 }
  
                 // Time to creat our XML! 
                 _data = SerializeObject(_GameItems);
  
                 CreateXML();
                 Debug.Log("Data Saved");
             }
             catch (Exception ex)
             {
                 Debug.LogError(ex.ToString());
             }
             finally
             {
                 isSaving = false;
             }
         }
     }
  
     /* 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(List<SaveStructure.GameItems>));
         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(List<SaveStructure.GameItems>));
         MemoryStream memoryStream = new MemoryStream(StringToUTF8ByteArray(pXmlizedString));
         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()
     {
         if (File.Exists(_FileLocation + "/" + _FileName))
         {
             StreamReader r = File.OpenText(_FileLocation + "/" + _FileName);
             string _info = r.ReadToEnd();
             r.Close();
             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
             _GameItems = (List<SaveStructure.GameItems>)DeserializeObject(_info);
         for(int i = 0; i < _GameItems.Count; i++)
         {
              VPosition = new Vector3(_GameItems[i].posx, _GameItems[i].posy, _GameItems[i].posz);
              bodies[i].transform.position=VPosition;
         }
             Debug.Log("File Read with item count: " + _GameItems.Count);
         }
         }
         else
         {
             Debug.Log("Files does not exist: " + _FileLocation + "/" + _FileName);
         }
     }
 }

The edited parts are the one with //edited right next to them.

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Answer by rizqiaws · Sep 26, 2014 at 08:07 PM

actually the _FileName is typed correctly. why don't you try to change public string nameText = "ExampleFile"; into string nameText = "ExampleFile" or private string nameText = "ExampleFile"? maybe it will be worked :D

I got error of this script. the message is: System.IndexOutOfRangeException: Array index is out of range. at _GameSaveLoad.LoadXML () [0x00096] in D:\Docs\Data Kuliah\ITB Batch 8\TA (BMS)\PALAGANserver\Assets\MultiOnline\Scripts_GameSaveLoad.cs:200 at _GameSaveLoad.OnGUI () [0x00042] in D:\Docs\Data Kuliah\ITB Batch 8\TA (BMS)\PALAGANserver\Assets\MultiOnline\Scripts_GameSaveLoad.cs:65 UnityEngine.Debug:LogError(Object) _GameSaveLoad:OnGUI() (at Assets/MultiOnline/Scripts/_GameSaveLoad.cs:72)

could you help me to solve the problem?

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