private void SaveAvatar(int slotIndex) { string filename = "avatar" + slotIndex.ToString() + ".png"; string filepath = Application.persistentDataPath + "/" + filename; PNGUtility.SaveRenderTextureToFile(filepath, AvatarTexture); Debug.Log(Application.persistentDataPath); }
public void SaveCharacterToSlot(int slotIndex) { SaveAvatar(slotIndex); SaveSlots [slotIndex].SlotName.text = NameInputField.text; PlayerPrefs.SetString("SlotName" + slotIndex.ToString(), NameInputField.text); PlayerPrefs.SetString("SlotConfiguration" + slotIndex.ToString(), dresser.CurrentConfiguration()); PlayerPrefs.Save(); SaveSlots [slotIndex].AvatarImage.sprite = PNGUtility.LoadSpriteFromFile( Application.persistentDataPath + "/avatar" + slotIndex.ToString() + ".png", 512, 512); }
public void DisplaySlotsInfo() { // display names and images on Save Slots for (int i = 0; i < SaveSlots.Length; i++) { if (PlayerPrefs.HasKey("SlotName" + i.ToString())) { SaveSlots [i].SlotName.text = PlayerPrefs.GetString("SlotName" + i.ToString()); SaveSlots [i].AvatarImage.sprite = PNGUtility.LoadSpriteFromFile( Application.persistentDataPath + "/avatar" + i.ToString() + ".png", 512, 512); } else { SaveSlots [i].SlotName.text = "Empty Slot"; SaveSlots [i].AvatarImage.sprite = ImageForEmptySlot; } } }