public void SetValues(SaveSystem.Data data) { if (data.levels != null) { unlockedStars = data.levels[SceneManager.GetActiveScene().buildIndex].stars; } }
public void SetValues(SaveSystem.Data data) { for (int i = 0; i < Mathf.Min(data.items.Length, prefabs.Length); i++) { if (data.items[i].equiped) { ((Transform)Instantiate(prefabs[i], transform.position, Quaternion.identity)).gameObject.name = data.items[i].name; } } }
public void SetValues(SaveSystem.Data data) { if (data.levels != null && data.levels.Length > 0) { levels = data.levels; } for (int i = 0; i < levels.Length; i++) { LevelUIElement levelUI = (LevelUIElement)Instantiate(levelPrefab, container); levelUI.Set(levels[i].unlocked, levels[i].stars); } }
public void GetValues(ref SaveSystem.Data data) { if (finished) { Debug.Log("Player collected " + stars + " stars loading level 0"); if (data.levels != null) { data.levels[SceneManager.GetActiveScene().buildIndex].unlocked = true; if (stars > unlockedStars) { data.levels[SceneManager.GetActiveScene().buildIndex - 1].stars = stars; } } } }
public void SetValues(SaveSystem.Data data) { if (itemUIs == null) { CreateItemUIs(); } //if(data.items!=null)items = data.items; if (data.money >= 0) { money = data.money; } for (int i = 0; i < items.Length; i++) { ShopItem itemUI = itemUIs[i]; itemUI.unlocked = items[i].unlocked = data.items[i].unlocked; itemUI.equiped = items[i].equiped = data.items[i].equiped; itemUI.UpdateButton(); } }
public void GetValues(ref SaveSystem.Data data) { data.levels = levels; }
public void GetValues(ref SaveSystem.Data data) { data.items = items; data.money = money; }
public void GetValues(ref SaveSystem.Data data) { }