//////////////////////////////////////////////////////////////////////////////// // // @module Quick Save for Unity3D // @author Michael Clayton // @support clayton.inds+support@gmail.com // //////////////////////////////////////////////////////////////////////////////// using System.Collections.Generic; using CI.QuickSave.Core.Storage; using CI.QuickSave.Core.Util; namespace CI.QuickSave { public class QuickSaveRaw { /// /// Saves a string directly to the specified file, overwriting if it already exists /// /// The file to save to /// The string to save public static void SaveString(string path, string content) => SaveString(path, content, new QuickSaveSettings()); /// /// Saves a string directly to the specified file using the specified settings, overwriting if it already exists /// /// The file to save to /// The string to save /// Settings public static void SaveString(string path, string content, QuickSaveSettings settings) { var contentToWrite = DataService.PrepareSaveData(content, settings); if (!FileAccess.SaveString(path, contentToWrite)) { throw new QuickSaveException("Failed to write to file"); } } /// /// Saves a byte array directly to the specified file, overwriting if it already exists /// /// The file to save to /// The byte array to save public static void SaveBytes(string path, byte[] content) { if (!FileAccess.SaveBytes(path, content)) { throw new QuickSaveException("Failed to write to file"); } } /// /// Loads the contents of the specified file into a string /// /// The file to load from /// The contents of the file as a string public static string LoadString(string path) => LoadString(path, new QuickSaveSettings()); /// /// Loads the contents of the specified file into a string using the specified settings /// /// The file to load from /// Settings /// The contents of the file as a string public static string LoadString(string path, QuickSaveSettings settings) { var content = FileAccess.LoadString(path); if (content == null) { throw new QuickSaveException("Failed to load file"); } return DataService.PrepareLoadedData(content, settings); } /// /// Loads the contents of the specified file into a byte array /// /// The file to load from /// The contents of the file as a byte array public static byte[] LoadBytes(string path) { byte[] content = FileAccess.LoadBytes(path); if (content == null) { throw new QuickSaveException("Failed to load file"); } return content; } /// /// Loads an asset stored in a resources folder /// /// The type of asset to load /// The path of the asset to load, relative to the Assets folder and without an extension /// The specified asset public static T LoadResource(string path) where T : UnityEngine.Object => UnityEngine.Resources.Load(path); /// /// Deletes the specified file if it exists /// /// The file to delete public static void Delete(string path) => FileAccess.Delete(path); /// /// Determines if the specified file exists /// /// The file to check /// Does the file exist public static bool Exists(string path) => FileAccess.Exists(path); /// /// Gets the names of all files in the specified directory /// /// The path of the directory /// The filenames of all the files in the directory public static IEnumerable GetAllFiles(string directory) => FileAccess.GetFiles(directory); } }