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Basic saving and loading system
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using System.IO;
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using System.Text;
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using System.Runtime.InteropServices;
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using UnityEngine;
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using UnityEngine.UI;
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using UnityEngine.EventSystems;
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using SFB;
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[RequireComponent(typeof(Button))]
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public class CanvasSampleSaveFileText : MonoBehaviour, IPointerDownHandler {
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public Text output;
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// Sample text data
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private string _data = "Example text created by StandaloneFileBrowser";
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#if UNITY_WEBGL && !UNITY_EDITOR
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//
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// WebGL
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//
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[DllImport("__Internal")]
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private static extern void DownloadFile(string gameObjectName, string methodName, string filename, byte[] byteArray, int byteArraySize);
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// Broser plugin should be called in OnPointerDown.
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public void OnPointerDown(PointerEventData eventData) {
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var bytes = Encoding.UTF8.GetBytes(_data);
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DownloadFile(gameObject.name, "OnFileDownload", "sample.txt", bytes, bytes.Length);
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}
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// Called from browser
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public void OnFileDownload() {
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output.text = "File Successfully Downloaded";
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}
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#else
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//
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// Standalone platforms & editor
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//
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public void OnPointerDown(PointerEventData eventData) { }
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// Listen OnClick event in standlone builds
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void Start() {
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var button = GetComponent<Button>();
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button.onClick.AddListener(OnClick);
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}
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public void OnClick() {
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var path = StandaloneFileBrowser.SaveFilePanel("Title", "", "sample", "txt");
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if (!string.IsNullOrEmpty(path)) {
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File.WriteAllText(path, _data);
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}
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}
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#endif
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}
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