/// <summary> /// Create the button used to return to the main menu, and save the curriculum and /// load the main menu if it has been clicked. /// </summary> private void CreateMainMenuBtn() { // Create the button used to create a new lesson. If it was clicked... if (GUI.Button(new Rect(Screen.width - (200 * scaleFactor), Screen.height - (90 * scaleFactor), (150 * scaleFactor), (40 * scaleFactor)), "Main Menu", mainMenuButtonStyle)) { GameStateUtilities.Save(playerData); // Return to the main menu Application.LoadLevel("MainMenu"); } }
/// <summary> /// Saves user's current game preferences, scores, and HP /// </summary> private void SaveGamePreferences() { PlayerData dataToSave = GameStateUtilities.Load(); dataToSave.Curriculum = Context.Curriculum; dataToSave.CurrentLessonId = Context.CurrentLessonId; dataToSave.LifeCount = (int)Context.PlayerHealth.CurHealth; dataToSave.CurrentScore = Context.CurrentScore.Score; dataToSave.EnemyDifficultyId = Context.EnemyDifficulty.ID; GameStateUtilities.Save(dataToSave); }