// 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)); }