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8 changes: 8 additions & 0 deletions UnityClient/Assets/ColocviuPJV.meta

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78 changes: 78 additions & 0 deletions UnityClient/Assets/ColocviuPJV/ModularSystem/Art/Money.mat

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111 changes: 111 additions & 0 deletions UnityClient/Assets/ColocviuPJV/ModularSystem/Prefabs/Money.prefab

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34 changes: 34 additions & 0 deletions UnityClient/Assets/ColocviuPJV/ModularSystem/Readme.md
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# Serialization model

### Saving Data
Data we want to save -> serialize it -> write it out to a file

### Loading Data
Load file -> populate in-game data with data from file


## Diagrama proiect
![diagram](Art/UML-PJV-Save-System.png)


### Overview utilizare

Fiecare entitate, Player, Enemies, Pickups, etc. va avea o clasa asociata ce va tine datele ce trebuiesc persistate. Ex. pt. Enemy, vom avea o clasa EnemyData.

Vom avea o clasa ce agrega toate datele pe care le vrem persistate.
Ex: GameData - va contine toate instantele de EnemyData

Vom avea o clasa ce va trece prin fiecare entitate, va extrage EntityData si va popula GameData.
Apoi va serializa GameData si va salva datele rezultate intr-un fisier, in PlayerPrefs, etc.
In diagrama, numele clasei este GamePersister.
GamePersister va avea 2 metode: Save si Load
Pt a permite mai multe salvari, Save si Load vor primi un parametru: save_number.

Cand metoda Save este rulata, se va trece prin fiecare entitate, se vor lua datele si se va popula GameData.
Dupa care GameData va fi serializat si scris intr-un fisier.

Cand metoda Load este rulata, se va deschide fisierul, datele vor fi de-serializate, se va trece prin fiecare entitate si datele entitatii vor fi populate.


---
Astfel, avem un sistem de Save Game / Load Game ce necesita o clasa de date pt fiecare entitate dar care poate fi organizat relativ usor.
7 changes: 7 additions & 0 deletions UnityClient/Assets/ColocviuPJV/ModularSystem/Readme.md.meta

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