protected override List <UnitSerializeInfo> GetUnitSerializeInfos() { List <UnitSerializeInfo> SerializedUnits = new List <UnitSerializeInfo>(); if (!PlayerPrefs.HasKey("ChosenUnits")) { Debug.Log("nope "); UnitSerializeInfo unitInfo = new UnitSerializeInfo { prefab = stanPrefab, team = UnitTeam.Player }; unitInfo.positionInGrid.x = 0; unitInfo.positionInGrid.y = 0; SerializedUnits.Add(unitInfo); } else { ChosenUnits chosenUnits = JsonUtility.FromJson <ChosenUnits>(PlayerPrefs.GetString("ChosenUnits")); Debug.Log("figth"); Debug.Log(PlayerPrefs.GetString("ChosenUnits")); Debug.Log(chosenUnits.units); for (int i = 0; i < chosenUnits.units.Count; i++) { GameObject nextPrefab = GetUnitPrefab(chosenUnits.units[i]); if (nextPrefab == null) { Debug.LogError("Prefab not defined for : " + chosenUnits.units[i]); continue; } UnitSerializeInfo unitInfo = new UnitSerializeInfo { prefab = nextPrefab, team = team }; unitInfo.positionInGrid.x = spawnColumn; unitInfo.positionInGrid.y = i; SerializedUnits.Add(unitInfo); } } return(SerializedUnits); }
// Start is called before the first frame update void Start() { chosenLimit = 4; chosenLimitText.text = chosenLimit.ToString(); if (!PlayerPrefs.HasKey("Stan")) { stanAmount = 1; PlayerPrefs.SetInt("Stan", 1); } else { stanAmount = PlayerPrefs.GetInt("Stan"); } kayleAmount = PlayerPrefs.GetInt("Kayle"); stanAmountText.text = stanAmount.ToString(); kayleAmountText.text = kayleAmount.ToString(); //chosenUnits = new List<string>(); chosenUnits = new ChosenUnits(); chosenUnits.units = new List <string>(); InitatePicker(); }