private void Awake()
 {
     Game = this;
     //Check if enemy is human
     if (PlayerPrefs.GetInt("IsHuman", 1) == 1)
     {
         Enemy.gameObject.SetActive(false);
         HumanEnemy.FromString(PlayerPrefs.GetString("EnemyStats"));
         Enemy   = HumanEnemy;
         IsHuman = true;
         PlayerPrefs.SetInt("Music", 3 + PlayerPrefs.GetInt("IsBoss", 0));
     }
     else
     {
         HumanEnemy.gameObject.SetActive(false);
         PlayerPrefs.SetInt("Music", 1 + PlayerPrefs.GetInt("IsBoss", 0));
     }
     if (PlayerPrefs.GetInt("IsBoss", 0) == 1)
     {
         Color target = Enemy.Body.GetComponent <Renderer>().materials[0].color;
         foreach (var item in Enemy.Body.GetComponentsInChildren <Renderer>(true))
         {
             if (item.materials[0].color == target)
             {
                 item.materials[0].color = BossColor;
             }
         }
     }
     //Load enemy and player from prefs
     Enemy.FromString(PlayerPrefs.GetString("EnemyStats"));
     if (!PlayerPrefs.HasKey("PlayerStats"))
     {
         //Init stats
         Player.Name      = "M43 (you)";
         Player.MaxHealth = 10;
         Player.MaxEnergy = 10;
         Player.Power     = 2;
         Player.Defense   = 2;
         PlayerPrefs.SetString("PlayerStats", Player.ToString());
     }
     Player.FromString(PlayerPrefs.GetString("PlayerStats"));
 }
Exemple #2
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 private void OnTriggerEnter(Collider other)
 {
     if (!(PlayerPrefs.GetInt(ID) == 1))
     {
         Debug.Log("Collided with " + ID + ", is " + PlayerPrefs.GetInt(ID) + " completed");
         PlayerPrefs.SetInt("IsHuman", IsHuman ? 1 : 0);
         PlayerPrefs.SetInt("IsBoss", IsBoss ? 1 : 0);
         PlayerPrefs.SetString("EnemyStats", Stats.ToString());
         PlayerPrefs.SetString("EnemyID", ID);
         PlayerPrefs.SetString("EnemyWeapon", WeaponName);
         PlayerPrefs.SetInt(ID, PlayerPrefs.GetInt(ID, 0));
         PlayerPrefs.SetFloat("PlayerXPos", OverworldController.Instance.transform.position.x);
         PlayerPrefs.SetFloat("PlayerZPos", OverworldController.Instance.transform.position.z);
         SceneManager.LoadScene("Battle");
     }
 }