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Question by Wesley21spelde · Jan 21, 2014 at 07:08 PM · loadingmainmenu

Main menu loading problems

hey guys i am using this script. it loades my player last saved point what is great but this works only in the sene that its in. and thats the problem i have 2 senes 1.mainmenu 2.SGC what i would like is that is that i can load the saved point in the sene 2 from the main menu sene 1 hou so i do this and i also want to change the GUITexture to a material slot so i can add my own buttons for the load and save if you would help me i would be verry thankfull greatings Wesley.

Yes my english sucks sorry aboute that.

 import System;
 import System.Collections;
 import System.Xml;
 import System.Xml.Serialization;
 import System.IO;
 import System.Text;
  
 // Anything we want to store in the XML file, we define it here
 class DemoData
 {
     var x : float;
     var y : float;
     var z : float;
     var name : String;
 }
  
 // UserData is our custom class that holds our defined objects we want to store in XML format
  class UserData
  {
     // We have to define a default instance of the structure
    public var _iUser : DemoData = new DemoData();
     // Default constructor doesn't really do anything at the moment
    function UserData() { }
 }
  
 //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
 private var _Save : Rect;
 private var _Load : Rect;
 private var _SaveMSG : Rect;
 private var _LoadMSG : Rect;
 //var _ShouldSave : boolean;
 //var _ShouldLoad : boolean;
 //var _SwitchSave : boolean;
 //var _SwitchLoad : boolean;
 private var _FileLocation : String;
 private var _FileName : String = "SaveData.xml";
  
 //public GameObject _Player;
 var _Player : GameObject;
 var _PlayerName : String = "Jack Oneill";
  
 private var myData : UserData;
 private var _data : String;
  
 private var VPosition : Vector3;
  
 // When the EGO is instansiated the Start will trigger
 // so we setup our initial values for our local members
 //function Start () {
 function Awake () {    
       // We setup our rectangles for our messages
       _Save=new Rect(10,80,100,20);
       _Load=new Rect(10,100,100,20);
       _SaveMSG=new Rect(10,120,200,40);
       _LoadMSG=new Rect(10,140,200,40);
  
       // Where we want to save and load to and from
       _FileLocation=Application.dataPath;
  
  
       // we need soemthing to store the information into
       myData=new UserData();
    }
  
 function Update () {}
  
 function OnGUI()
 {   
  
    // ***************************************************
    // Loading The Player...
    // **************************************************       
    if (GUI.Button(_Load,"Load")) {
  
       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);
          myData = DeserializeObject(_data);
          // set the players position to the data we loaded
          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);
       }
  
    }
  
    // ***************************************************
    // Saving The Player...
    // **************************************************   
    if (GUI.Button(_Save,"Save")) {
  
       GUI.Label(_SaveMSG,"Saving to: "+_FileLocation);
       //Debug.Log("SaveLoadXML: sanity check:"+ _Player.transform.position.x);
  
       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);
    }
  
  
 }
  
 /* The following metods came from the referenced URL */
 //string UTF8ByteArrayToString(byte[] characters)
 function UTF8ByteArrayToString(characters : byte[] )
 {     
    var encoding : UTF8Encoding  = new UTF8Encoding();
    var constructedString : String  = encoding.GetString(characters);
    return (constructedString);
 }
  
 //byte[] StringToUTF8ByteArray(string pXmlString)
 function StringToUTF8ByteArray(pXmlString : String)
 {
    var encoding : UTF8Encoding  = new UTF8Encoding();
    var byteArray : byte[]  = encoding.GetBytes(pXmlString);
    return byteArray;
 }
  
    // Here we serialize our UserData object of myData
    //string SerializeObject(object pObject)
 function SerializeObject(pObject : Object)
 {
    var XmlizedString : String  = null;
    var memoryStream : MemoryStream  = new MemoryStream();
    var xs : XmlSerializer = new XmlSerializer(typeof(UserData));
    var xmlTextWriter : System.Xml.XmlTextWriter  = new System.Xml.XmlTextWriter(memoryStream, Encoding.UTF8);
    xs.Serialize(xmlTextWriter, pObject);
    memoryStream = xmlTextWriter.BaseStream; // (MemoryStream)
    XmlizedString = UTF8ByteArrayToString(memoryStream.ToArray());
    return XmlizedString;
 }
  
    // Here we deserialize it back into its original form
    //object DeserializeObject(string pXmlizedString)
 function DeserializeObject(pXmlizedString : String)   
 {
    var xs : XmlSerializer  = new XmlSerializer(typeof(UserData));
    var memoryStream : MemoryStream  = new MemoryStream(StringToUTF8ByteArray(pXmlizedString));
    var xmlTextWriter : System.Xml.XmlTextWriter  = new System.Xml.XmlTextWriter(memoryStream, Encoding.UTF8);
    return xs.Deserialize(memoryStream);
 }
  
    // Finally our save and load methods for the file itself
 function CreateXML()
 {
    var writer : StreamWriter;
    //FileInfo t = new FileInfo(_FileLocation+"\\"+ _FileName);
    var t : FileInfo = 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.");
 }
  
 function LoadXML()
 {
    //StreamReader r = File.OpenText(_FileLocation+"\\"+ _FileName);
    var r : StreamReader = File.OpenText(_FileLocation+"/"+ _FileName);
    var _info : String = r.ReadToEnd();
    r.Close();
    _data=_info;
    Debug.Log("File Read");
 }
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