public static void Saved() { MyConnects.connectLists.Clear(); for (int i = 0; i < NodeArrow.ai_type; i++) { /*SetDataNodes(nodes[i], i); TODO * SaveDatas.SetDataListConnector("Connects", ConnectorManager.connectors[i], i);//TODO??*/ ConnectorManager.SetConnectListFrom(ConnectorManager.connectors[i], i); MyConnects.connectLists.Add(ConnectorManager.connectLists[i]); } Enemys.connectLists.Clear(); for (int i = 0; i < NodeArrow.ai_type; i++) { /*SetDataNodes(nodes[i], i); TODO * SaveDatas.SetDataListConnector("Connects", ConnectorManager.connectors[i], i);//TODO??*/ // ConnectorManager.SetConnectListFrom(ConnectorManager.connectors[i], i); Enemys.connectLists.Add(ConnectorManager.connectLists[i]); } // PlayerPrefs.Save(); }