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FileManager.cs
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using System.IO;
using UnityEngine;
/// <summary>
/// Application.persistentDataPath can be replaced by the desired path to the Save Location
/// </summary>
public class FileManager
{
public static string[] ReadFromFile(string filePath, string fileEnding = ".txt") {
if (!File.Exists($"{Application.persistentDataPath}/{filePath}{fileEnding}"))
return new string[0];
return File.ReadAllLines($"{Application.persistentDataPath}/{filePath}{fileEnding}");
}
public static void WriteToFile(string[] content, string filePath, string fileEnding = ".txt") {
if (!File.Exists($"{Application.persistentDataPath}/{filePath}{fileEnding}"))
File.Create($"{Application.persistentDataPath}/{filePath}{fileEnding}");
File.WriteAllLines($"{Application.persistentDataPath}/{filePath}{fileEnding}", content);
}
public static void Delete(string filePath, string fileEnding = ".txt")
{
if (!File.Exists($"{Application.persistentDataPath}/{filePath}{fileEnding}"))
return;
File.Delete($"{Application.persistentDataPath}/{filePath}{fileEnding}");
}
}