Saving an array with GameData
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class Level : NSObject, NSCoding { | |
var highScore : Double = 0 | |
var completed : Bool = false | |
var revealed : Bool = false | |
required init?(coder: NSCoder) { | |
self.highScore = coder.decodeDouble(forKey: "highScore") | |
self.completed = coder.decodeBool(forKey: "completed") | |
self.revealed = coder.decodeBool(forKey: "revealed") | |
} | |
func encode(with coder: NSCoder) { | |
coder.encode(self.highScore, forKey: "highScore") | |
coder.encode(self.completed, forKey: "completed") | |
coder.encode(self.revealed, forKey: "revealed") | |
} | |
} | |
class LevelData : NSObject, NSCoding { | |
/// Some other portion of your code may populate the level defaults and change them as your progress. | |
/// This code is just proof of concept | |
var levels = Array<Level>() | |
override init() { | |
super.init() | |
} | |
required init?(coder: NSCoder) { | |
super.init() | |
let savedLevelData = coder.decodeObject(forKey: "levels") as! Array<Level> | |
for (key, data) in savedLevelData.enumerated() { | |
let actualLevel = self.levels[key] | |
actualLevel.highScore = data.highScore | |
actualLevel.completed = data.completed | |
actualLevel.revealed = data.revealed | |
} | |
} | |
func encode(with coder: NSCoder) { | |
coder.encode(self.levels, forKey: "levels") | |
} | |
} |
And here is code using the GameData class: https://gist.github.com/veeneck/1d988af6e20e67b131c9cf775f546f16
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See this gist for parent container: https://gist.github.com/veeneck/5521e0b6381051b8387f48ba792ba888