public void Save() { var progressSave = new SaveProgressSystem(); var settingsSave = new SaveSettingsSystem(); progressSave.Save(); }
private void Start() { var loadedObject = new SaveProgressSystem(); var saveProgressObject = loadedObject.Load() is SaveProgressObject ? (SaveProgressObject)loadedObject.Load() : default; currentLevel = saveProgressObject.LevelsUnlocked; }
private void Start() { var loadedObject = new SaveProgressSystem(); var saveProgressObject = loadedObject.Load() is SaveProgressObject ? (SaveProgressObject)loadedObject.Load() : default; creaturesUnlocked = saveProgressObject.CreaturesUnlocked; }
private void Start() { var progressSave = new SaveProgressSystem(); var loadObject = progressSave.Load() is SaveProgressObject ? (SaveProgressObject)progressSave.Load() : default; var levelReached = loadObject.LevelsUnlocked; Debug.Log(levelReached); for (var i = 0; i < levelButtons.Length; i++) { if (i + 1 > levelReached) { levelButtons[i].interactable = false; } } }