chunk 1: core gameplay scripts scenes runtime assets
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80
Assets/Scripts/SaveSystem/Services/JsonDataService.cs
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80
Assets/Scripts/SaveSystem/Services/JsonDataService.cs
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using Newtonsoft.Json;
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using System;
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using System.IO;
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using System.Security.Cryptography;
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using System.Text;
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using UnityEngine;
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public class JsonDataService : IDataService
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{
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public bool SaveData<T>(string relativePath, T data, bool encrypted)
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{
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string path = Application.persistentDataPath + relativePath;
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try
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{
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string jsonData = JsonConvert.SerializeObject(data, Formatting.Indented);
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if (encrypted)
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{
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jsonData = EncryptDecrypt(jsonData);
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}
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using (FileStream stream = new FileStream(path, FileMode.Create))
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{
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using (StreamWriter writer = new StreamWriter(stream))
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{
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writer.Write(jsonData);
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}
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}
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return true;
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}
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catch (Exception e)
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{
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Debug.LogError($"Failed to save data: {e.Message}");
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return false;
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}
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}
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public T LoadData<T>(string relativePath, bool encrypted)
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{
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string path = Application.persistentDataPath + relativePath;
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if (!File.Exists(path))
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{
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throw new FileNotFoundException($"Cannot load file at {path}. File does not exist!");
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}
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try
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{
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string jsonData = "";
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using (FileStream stream = new FileStream(path, FileMode.Open))
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{
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using (StreamReader reader = new StreamReader(stream))
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{
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jsonData = reader.ReadToEnd();
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}
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}
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if (encrypted)
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{
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jsonData = EncryptDecrypt(jsonData);
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}
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return JsonConvert.DeserializeObject<T>(jsonData);
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}
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catch (Exception e)
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{
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Debug.LogError($"Failed to load data: {e.Message}");
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throw;
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}
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}
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private string EncryptDecrypt(string data)
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{
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// Simple XOR encryption (replace with more secure method for production)
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string key = "YOUR_ENCRYPTION_KEY";
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StringBuilder result = new StringBuilder();
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for (int i = 0; i < data.Length; i++)
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{
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result.Append((char)(data[i] ^ key[i % key.Length]));
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}
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return result.ToString();
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}
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}
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