private void PopulateStaticData() { PPrefsSetting lss = Resources.Load(settingPath) as PPrefsSetting; this._achievementDescriptions = lss.GetAchievementDescription(); this._leaderboards = lss.GetLeaderboards(); PlayerPrefsSerializer.handleNonSerializable = true; foreach (AchievementDescription adesc in _achievementDescriptions) { //Debug.Log(" - AchieveDesc : "+adesc.id); if (PlayerPrefs.HasKey("achieve_" + adesc.id)) { _achievements.Add(PlayerPrefsSerializer.Load <Achievement>("achieve_" + adesc.id)); } } foreach (Leaderboard lboard in _leaderboards) { //Debug.Log(" - Leaderboard : "+lboard.id); if (PlayerPrefs.HasKey("scores_" + lboard.id)) { lboard.SetScores(PlayerPrefsSerializer.Load <Score[]>("scores_" + lboard.id)); } } }
public void LoadGame() { if (PlayerPrefs.HasKey("MazeData") && PlayerPrefs.HasKey("PlayerX") && PlayerPrefs.HasKey("PlayerY") && PlayerPrefs.HasKey("PlayerZ") && PlayerPrefs.HasKey("EnemyX") && PlayerPrefs.HasKey("EnemyY") && PlayerPrefs.HasKey("EnemyZ") && PlayerPrefs.HasKey("Score")) { // rebuild maze foreach (Transform child in mazeContainer.transform) { Destroy(child.gameObject); } mazeData = (bool[, ])PlayerPrefsSerializer.Load("MazeData"); BuildMaze(mazeData); // load player position player.transform.position = new Vector3(PlayerPrefs.GetFloat("PlayerX"), PlayerPrefs.GetFloat("PlayerY"), PlayerPrefs.GetFloat("PlayerZ")); // load enemy position enemy.transform.position = new Vector3(PlayerPrefs.GetFloat("EnemyX"), PlayerPrefs.GetFloat("EnemyY"), PlayerPrefs.GetFloat("EnemyZ")); // load score score.SetScore(PlayerPrefs.GetInt("Score")); } }