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<p align="center"><img src="docs/Animation.gif" /></p> <p align="center"><b>Async Load/Save Local Data With Compression, Encryption And Integrity Check</b></p> <br> <p align="center"> <a style="text-decoration:none"> <img src="https://img.shields.io/github/package-json/v/FronkonGames/GameWork-Local-Data?style=flat-square" alt="version" /> </a> <a style="text-decoration:none"> <img src="https://img.shields.io/github/license/FronkonGames/GameWork-Local-Data?style=flat-square" alt="license" /> </a> <a style="text-decoration:none"> <img src="https://img.shields.io/github/languages/top/FronkonGames/GameWork-Local-Data?style=flat-square" alt="top language" /> </a> <a style="text-decoration:none"> <img src="https://img.shields.io/codacy/grade/f124de6116ed47099d017f8ae6011e26?style=flat-square" alt="code quality" /> </a> </p>

'Local Data' is a module of 'Game:Work' dedicated to read and write local files asynchronously.

Features 🎇

Requisites 🔧

Installation 📦️

Editing your 'manifest.json'

{
  ...
  "dependencies":
  {
    ...
    "FronkonGames.GameWork.Modules.LocalData": "git+https://github.com/FronkonGames/GameWork-Local-Data.git",
    "FronkonGames.GameWork.Core": "git+https://github.com/FronkonGames/GameWork-Core.git",
    "FronkonGames.GameWork.Foundation": "git+https://github.com/FronkonGames/GameWork-Foundation.git"
  }
  ...
}

Git

First clone the dependencies inside your Assets folder:

git clone https://github.com/FronkonGames/GameWork-Foundation.git

git clone https://github.com/FronkonGames/GameWork-Core.git

Then clone the repository:

git clone https://github.com/FronkonGames/GameWork-Local-Data.git

Use 🚀

Create a class inheriting from ILocalData and add the attribute Serializable:

[Serializable]
public class MyLocalData : ILocalData
{
  public string Signature => "MySignature";
  
  public string playerName = "Guybrush Threepwood";
  
  public Vector3 position = new(0.0f, -10.0f, 0.0f);
}

To serialize it in the file 'Guy.brush':

localDataModule.Write(myLocalData, "Guy.brush", null, (result) =>
{
  if (result == FileResult.Ok)
    Debug.Log("Guybrush Threepwood saved!");
  else
    Debug.Error($"{result} writing 'Guy.brush'.");
});

To deserialise the file 'Guy.brush' into an object:

MyLocalData myLocaldata = null;

localDataModule.Read<MyLocalData>("Guy.brush", null, (result, file) =>
{
  if (result == FileResult.Ok)
    myLocalData = file;
  else
    Debug.Error($"{result} reading 'Guy.brush'.");
});

License 📜

Code released under MIT License.