Esempio n. 1
0
    public void SaveCharacter()
    {
        player.customisationTextureIndex = currentPartsTextureIndex;
        PlayerBinarySave.SavePlayerData(player);


        /*PlayerPrefs.SetInt("Skin Index", currentPartsTextureIndex[0]);
         * PlayerPrefs.SetInt("Hair Index", currentPartsTextureIndex[1]);
         * PlayerPrefs.SetInt("Mouth Index", currentPartsTextureIndex[2]);
         * PlayerPrefs.SetInt("Eyes Index", currentPartsTextureIndex[3]);
         * PlayerPrefs.SetInt("Clothes Index", currentPartsTextureIndex[4]);
         * PlayerPrefs.SetInt("Armour Index", currentPartsTextureIndex[5]);
         *
         * //to do on our own
         * //PlayerPrefs.SetString("Character Name", characterName);
         *
         * //final stat = defaultStat + additionalStat + levelUpStat
         *
         * for (int i = 0; i < player.playerStats.baseStats.Length; i++)
         * {
         *  PlayerPrefs.SetInt(player.playerStats.baseStats[i].baseStatName + " defaultStat", player.playerStats.baseStats[i].defaultStat);
         *  PlayerPrefs.SetInt(player.playerStats.baseStats[i].baseStatName + " additionalStat", player.playerStats.baseStats[i].additionalStat);
         *  PlayerPrefs.SetInt(player.playerStats.baseStats[i].baseStatName + " levelUpStat", player.playerStats.baseStats[i].levelUpStat);
         * }
         *
         * PlayerPrefs.SetString("Character Profession", player.Profession.ProfessionName);*/
    }
Esempio n. 2
0
 public void Save()
 {
     PlayerBinarySave.SavePlayerData(this);
 }