【Unity ライブラリ】Easy Save 2 : DateTime型のデータを保存

EasySave2でDateTime型は保存できないので、string型で保存する。

public string _sCurTimeIsLeft{
	get{
		if (ES2.Exists ("curTimeIsLeft" + _id)) {
			return ES2.Load<string> ("curTimeIsLeft" + _id);
		} else {
			return null;
		}
	}
	set{
		ES2.Save (value, "curTimeIsLeft" +  _id);
	}
}
public string _sTimeIsClicked{
	get{
		if (ES2.Exists ("timeIsClicked" + _id)) {
			return ES2.Load<string> ("timeIsClicked" + _id);
		} else {
			return null;
		}
	}
	set{
		ES2.Save (value, "timeIsClicked" +  _id);
	}
}

呼び出す側で、intやDateTime型に変換してあげる。

void Update () {
	if(SkillSource._item[_id]._bOnUseSkill){
		if( _curTimeIsLeft > 0){
			_curTimeIsLeft 		= Convert.ToInt64(SkillSource._item[_id]._sCurTimeIsLeft);
			TimeSpan pastTime 	= DateTime.Now  -  Convert.ToDateTime(SkillSource._item[_id]._sTimeIsClicked);
			_curTimeIsLeft 		= _timeCoolDown - pastTime.Seconds;

			SkillSource._item[_id]._sCurTimeIsLeft = Convert.ToString(_curTimeIsLeft);
			
			UpdateContent();
		}else{
			SkillSource._item[_id]._bOnUseSkill = false;
			_curTimeIsLeft 		= _timeCoolDown;
			_bIcon.enabled 		= true;
		}
	}
}

public void SetContent(int id)
{
	List<SkillContents> _item =  SkillSource._item;
	_id 			  = id;
	_type			  = _item[_id]._type;
	_curLevel 		  = _item[_id]._curLevel;
	_levelRequirement = _item[_id]._stageRequirement;
	_iSkill.SetSprite ( _item[_id]._spriteName);
	Utility.ChangeTextMesh(_tName		, _item[_id]._name);
	Utility.ChangeTextMesh(_tDescription, _item[_id]._description);

	UpdateContent(_id);
}