// Loads the current game state and will create a new one if none exists
 public void Load()
 {
     if (PlayerPrefs.HasKey("gameSave"))
     {
         currentSaveState = GameSaveSerializer.Deserialize <GameSave>(PlayerPrefs.GetString("gameSave"));
     }
     else
     {
         //No game save currently exists, so create a new one.
         currentSaveState = new GameSave();
         Save();
     }
 }
 // Saves the current game save state
 public void Save()
 {
     PlayerPrefs.SetString("gameSave", GameSaveSerializer.Serialize <GameSave>(currentSaveState));
 }