Save an array to file

Hi i need help to save my game. I’ve searched so much but i haven’t found anything or it could be that im searching for the wrong things
Oh well, the problem is i need to save my inventory array which store itemIds like inventory[1] is itemid 1 and that means i got it in my inventory.
here is the script i’m using, which i also found somewhere around here. I’m quite new to programming and there is alot i don’t understand but if you could tell me what i’m doing wrong or how to fix it i would be very glad!.
Inventory.things is an array copied array of inventory, i think atleast… well the last part of the inventory script will be in the end of the post.

using UnityEngine;
using System.Collections;
using System.Text;
using System.IO;
using System.Runtime.Serialization.Formatters.Binary;
using System;
using System.Runtime.Serialization;
using System.Reflection;

	[Serializable]
public class SaveData : ISerializable {
	public bool foundGem1 = false;
	public float Hp = 0;
	public float PlayerMoney = 0;
	public static string theTime =  System.DateTime.Now.ToString("hh:mm:ss");
	public static string theDate = System.DateTime.Now.ToString("MM/dd/yyyy");
	public int[] thinglist = new int[100];
	int test ;

	// The default constructor. Included for when we call it during Save() and Load()
	public SaveData () {}
	
	// This constructor is called automatically by the parent class, ISerializable
	// We get to custom-implement the serialization process here
	public void timeSave()
	{
		theTime = System.DateTime.Now.ToString("hh:mm:ss"); 
		theDate = System.DateTime.Now.ToString("MM/dd/yyyy");
	}
	public void Incluce ()
	{
		Hp = PlayerHp.curHealth;
		PlayerMoney = Inventory.money;
	
	}
	public SaveData (SerializationInfo info, StreamingContext ctxt)
	{
		// Get the values from info and assign them to the appropriate properties. Make sure to cast each variable.
		// Do this for each var defined in the Values section above
		foundGem1 = (bool)info.GetValue("foundGem1", typeof(bool));
		PlayerHp.curHealth = (float)info.GetValue("Hp", typeof(float)); 
		theTime = (string)info.GetValue ("Time", typeof(string));
		theDate = (string)info.GetValue("Date",typeof(string));
		Inventory.money = (int)info.GetValue("PlayerMoney", typeof(int));
		Inventory.amount = (int)info.GetValue("amount", typeof(int));
		for(int i = -1;i < Inventory.things.Length;i++)
			Inventory.things *= (Inventory.things[])(info.GetValue ("things" , typeof(Inventory.things[])));*
  •  Debug.Log(Inventory.things);*
    
  •  switch (Inventory.amount)* 
    
  •  {*
    
  •     default:*
    
  •  	break;*
    
  •  }*
    
  • }*

  • // Required by the ISerializable class to be properly serialized. This is called automatically*

  • public void GetObjectData (SerializationInfo info, StreamingContext ctxt)*

  • {*

  •  // Repeat this for each var defined in the Values section*
    
  •  info.AddValue("foundGem1", (foundGem1));*
    
  •  info.AddValue("Hp", PlayerHp.curHealth);*
    
  •  info.AddValue("PlayerMoney", Inventory.money);*
    
  •  info.AddValue ("Time", theTime);*
    
  •  info.AddValue ("Date", theDate);*
    
  •  info.AddValue("amount",Inventory.amount);*
    
  •  	info.AddValue  ("things", Inventory.things);*
    
  • }*
    }

// === This is the class that will be accessed from scripts ===
public class SaveLoad {

  • public static string currentFilePath =“SaveData.sav”; //SaveData.theDate + " "+ SaveData.theTime + “.sav”; //“SaveData.sav” ; // Edit this for different save files*

  • private string GetUniqueName(string name, string folderPath)*

  • {*

  •  folderPath = "Game";*
    
  •  name = "SaveData";*
    
  •   string validatedName = name;*
    
  •  int tries = 1;*
    
  •  while (File.Exists(folderPath + validatedName))*
    
  •  {*
    
  •  	validatedName = string.Format("{0} [{1}]", name, tries++);*
    
  •  }*
    
  •  return validatedName;*
    

// currentFilePath = validatedName;

  • }*

  • // Call this to write data*

  • public static void Save () // Overloaded*

  • {*

  •  Save (currentFilePath);*
    
  • }*

  • public static void Save (string filePath)*

  • {*

  •  SaveData data = new SaveData ();*
    
  •  Stream stream = File.Open(filePath, FileMode.Create);*
    
  •  BinaryFormatter bformatter = new BinaryFormatter();*
    
  •  bformatter.Binder = new VersionDeserializationBinder();*
    
  •  bformatter.Serialize(stream, data);*
    
  •  stream.Close();*
    
  • }*

  • // Call this to load from a file into “data”*

  • public static void Load () { Load(currentFilePath); } // Overloaded*

  • public static void Load (string filePath)*

  • {*

  •  SaveData data = new SaveData ();*
    
  •  Stream stream = File.Open(filePath, FileMode.Open);*
    
  •  BinaryFormatter bformatter = new BinaryFormatter();*
    
  •  bformatter.Binder = new VersionDeserializationBinder();*
    
  •  data = (SaveData)bformatter.Deserialize(stream);*
    
  •  stream.Close();*
    
  •  // Now use "data" to access your Values*
    
  • }*

}

// === This is required to guarantee a fixed serialization assembly name, which Unity likes to randomize on each compile
// Do not change this
public sealed class VersionDeserializationBinder : SerializationBinder
{

  • public override Type BindToType( string assemblyName, string typeName )*

  • {*

  •  if ( !string.IsNullOrEmpty( assemblyName ) && !string.IsNullOrEmpty( typeName ) )*
    
  •  {*
    
  •  	Type typeToDeserialize = null;*
    
  •  	assemblyName = Assembly.GetExecutingAssembly().FullName;*
    
  •  	// The following line of code returns the type.*
    
  •  	typeToDeserialize = Type.GetType( String.Format( "{0}, {1}", typeName, assemblyName ) );*
    
  •  	return typeToDeserialize;*
    
  •  }*
    
  •  return null;*
    
  • }*
    }

I know it isnt clean with all the comments and that but i have tried alot of things.
Prefs is an earlier save system of the inventory but i want to it this way anyway.
Script 2:
public static int amount;

  • int items = amount;*

  • public static int things = new int[100];*

  • public void blaa()*

  • {*

  •  Debug.Log("FOodkfds");*
    
  • }*

  • public void SaveInventory()*

  • {*

_ /* foreach(Item item in inventory){_

  •  	if(item.itemID == i) return true;*
    

_ itemname = item.itemName; */_

_ /*for (int i = 0; i >= -1; i–)_
things = -1; */

* for (int i = 0; i < inventory.Count; i++) { // mycket bra ide!!!*
* if(InventoryContains(i))*
_ things = i;_

_ /* foreach(Item item in inventory){
* if(item.itemID == i)
itemname = item.itemName*_

_ int test = things*;
if (test == inventory.itemID)
{*

things = test;
} */_

_ //amount = inventory*.itemID;
print (amount + " amount");
/ items = inventory*.itemID;*

print (inventory"); */_

* }*
_ //PlayerPrefs.SetInt ("inventory " + i,inventory*.itemID);
PlayerPrefs.SetInt(“money”,money);
}
public void LoadInventory()
{
// for (int i = 0; i < inventory.Count; i++) {*

// inventory = -1 + i >= 0 ? database.items [amount] : new Item ();
int[] inventory = (int[]) things.Clone();// ? database.items : new Item();
// things.CopyTo(inventory, 0);_

* //}*
_ // inventory = PlayerPrefs.GetInt("inventory " + i, -1) >= 0 ? database.items[PlayerPrefs.GetInt("inventory " + i)] : new Item();
* print (PlayerHp.curHealth);
money = PlayerPrefs.GetInt(“money” + money);*_

* } *

}

All answers are appreciated! :smiley:

Use C#'s native XML serializer. You just need to put annotations on a few things and let it rip. There are two ways to use the serializer, the easy way and the hard way. If you find yourself taking more than an hour or two, then you’re probably doing it the hard way. Your data class shouldn’t be more complicated than the example below.

[Serializable]
public class Example
{
public int foo;
public string bar;
public int[] sam;

}