贺州人民医院电子沙盘
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using System;
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
using UnityEngine.UI;
using AX.Serialization;
using System.IO;
public class SaveInputHistory : MonoBehaviour {
// Use this for initialization
void Start () {
}
// Update is called once per frame
void Update () {
}
private void OnEnable()
{
gameObject.GetComponent<Button>().onClick.AddListener(OnClick);
}
private void OnDisable()
{
gameObject.GetComponent<Button>().onClick.RemoveListener(OnClick);
}
private void OnDestroy()
{
gameObject.GetComponent<Button>().onClick.RemoveListener(OnClick);
}
private void OnClick()
{
var inputHistoryData = InputHistory.Instance.CompressedSerialize();
var directory = Application.dataPath + "/" + "HistoryData";
if (!Directory.Exists(directory))
Directory.CreateDirectory(directory);
var fileName = System.Guid.NewGuid().ToString("N").ToUpper() + ".replay";
var filePath = directory + "/" + fileName;
using (var filestream = new FileStream(filePath, FileMode.CreateNew, FileAccess.ReadWrite, FileShare.ReadWrite))
{
filestream.Write(inputHistoryData, 0, inputHistoryData.Length);
}
gameObject.GetComponent<Button>().interactable = false;
}
}