private void LoadGameData()
    {
        if (!PlayerPrefs.HasKey(SaveFileKey))
        {
            return;
        }

        string jsonString = PlayerPrefs.GetString(SaveFileKey);

        gameData = JsonUtility.FromJson <GameDataList>(jsonString);

        if (gameData.saveFileNames.Count <= 0)
        {
            return;
        }

        foreach (string saveFile in gameData.saveFileNames)
        {
            SaveSlotWidget widget = Instantiate(saveSlotPrefab, loadItemsPanel).GetComponent <SaveSlotWidget>();
            widget.Initialize(this, saveFile);
        }
    }
Exemple #2
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        private void LoadFileList()
        {
            if (!PlayerPrefs.HasKey(SaveFileKey))
            {
                return;
            }

            string jsonString = PlayerPrefs.GetString(SaveFileKey);

            GameData = JsonUtility.FromJson <GameDataList>(jsonString);

            if (GameData.SaveFileNames.Count <= 0)
            {
                return;
            }

            foreach (string saveName in GameData.SaveFileNames)
            {
                //RectTransform widget = Instantiate(SaveSlotPrefab).GetComponent<RectTransform>();

                SaveSlotWidget widget = Instantiate(SaveSlotPrefab, LoadItemPanel).GetComponent <SaveSlotWidget>();
                widget.Initialize(this, saveName);
            }
        }
    private void LoadGameData()
    {
        if (!PlayerPrefs.HasKey(SaveFileKey))
        {
            return;
        }

        string jsonString = PlayerPrefs.GetString(SaveFileKey);

        GameData = JsonUtility.FromJson <GameDataList>(jsonString);

        if (GameData.SaveFileNames.Count <= 0)
        {
            return;
        }

        UnityEngine.Debug.Log(GameData.SaveFileNames);

        foreach (string saveName in GameData.SaveFileNames)
        {
            SaveSlotWidget widget = Instantiate(SaveSlotPrefab, LoadItemPanel).GetComponent <SaveSlotWidget>();
            widget.Initialize(this, saveName);
        }
    }