Example #1
0
    /// <summary>
    /// Loads the data.
    /// </summary>
    public void loadData()
    {
        // Get data for the CoinManager
        if (PlayerPrefs.HasKey("currentCoinTotal"))
        {
            coinManager.currentCoinTotal = PlayerPrefs.GetInt("currentCoinTotal");
        }

        if (PlayerPrefs.HasKey("playerCash"))
        {
            coinManager.playerCash = PlayerPrefs.GetInt("playerCash");
        }

        // Get data for the LevelManager
        if (PlayerPrefs.HasKey("currentLevel"))
        {
            levelManager.currentLevel = PlayerPrefs.GetFloat("currentLevel");
        }

        if (PlayerPrefs.HasKey("currentLevelAmount"))
        {
            levelManager.currentLevelAmount = PlayerPrefs.GetFloat("currentLevelAmount");
        }

        // Get the data for the CollectableManager
        if (PlayerPrefs.HasKey("collectables"))
        {
            collectableManager.inventory = PlayerPrefsSerialize <Dictionary <CoinEffect.Effect, int> > .Load("collectables");
        }
        else
        {
            collectableManager.inventory = new Dictionary <CoinEffect.Effect, int>();
        }
    }
Example #2
0
    /// <summary>
    /// Saves the data.
    /// </summary>
    public void saveData()
    {
        // Save data for the CoinManager
        PlayerPrefs.SetInt("currentCoinTotal", coinManager.currentCoinTotal);
        PlayerPrefs.SetInt("playerCash", coinManager.playerCash);

        // Save data for the LevelManager
        PlayerPrefs.SetFloat("currentLevel", levelManager.currentLevel);
        PlayerPrefs.SetFloat("currentLevelAmount", levelManager.currentLevelAmount);

        // Save data for the CollectableManager
        PlayerPrefsSerialize <Dictionary <CoinEffect.Effect, int> > .Save(collectableManager.collectableSaveName, collectableManager.inventory);
    }