public void SaveAllData()
    {
        if (_gameStatistics != null)
        {
            //Save total game stats.
            _gameStatistics.SaveToPlayerPrefs();
        }

        //Set the version
        FileFetch.SetFloat("VERSION", FileVersion);

        //Save item card data.
        SaveItemCardData();

        //Save the options data.
        Options.Save();

        //Save some more of players data.
        FileFetch.SetInt("GEMBANK", _gemBank);

        //Save total XP earned.
        FileFetch.SetInt("TOTALXP", _totalXP);


        //Sync after we save.
        //SyncAllData();

        Debug.Log(Application.persistentDataPath + "/PlayerPrefs.txt");
    }
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    public void SaveCardItem(bool overrideDirty = false)
    {
        //If we arent dirty or dont have an override. then dont go through with saving.
        if (!IsDirty)
        {
            return;
        }

        Debug.Log(this.name + "StartSave");

        //Save all the Missions.
        foreach (BaseMission m in Missions)
        {
            m.SaveMissionStatus();
        }

        //Save other data.
        if (_itemStatistics == null)
        {
            Debug.LogWarning("No Stats for Card_" + this.Label);
        }
        else
        {
            _itemStatistics.SaveToPlayerPrefs();
        }


        //Save if we are unlcoked or not.
        int unlockedBool = 1;

        if (Unlocked)
        {
            unlockedBool = 2;
        }

        //Save our unlock state.
        FileFetch.SetInt(this.name + "_Unlocked", unlockedBool);

        //no longer dirty.
        IsDirty = false;

        Debug.Log(this.name + "EndSave");
    }
 //Write to player prefs function
 public void WriteToPlayerPrefs(string statsName)
 {
     FileFetch.SetInt(statsName + "_EntryDataValue_" + DataLabel, EntryValue);
     FileFetch.SetInt(statsName + "_EntryType_" + DataLabel, (int)EntryType);
     FileFetch.SetInt(statsName + "_EntryData_" + DataLabel, ValueData);
 }