// Saving the values using Unity's PlayerPrefs public void Save() { // Saving the number of lifts PlayerPrefs.SetInt("noOfLifts", noOfLifts); foreach (GameObject liftObject in liftObjects) { LiftTextManager liftObjectManager = liftObject.GetComponent <LiftTextManager>(); PlayerPrefs.SetString(liftObjectManager.liftId.ToString(), liftObjectManager.liftNameUI.text); PlayerPrefs.SetString(liftObjectManager.liftNameUI.text, liftObjectManager.weightUI.text); } }
public void addLift() { if (liftInputArea.text != "") { GameObject liftObject = liftObjects[noOfLifts++]; liftObject.SetActive(true); LiftTextManager ltm = liftObject.GetComponent <LiftTextManager>(); // Using this to convert the inputText to titleCase TextInfo ltext = new CultureInfo("en-US", false).TextInfo; // ltext.toTitleCase() returns a 'title case' string ltm.liftNameUI.text = ltext.ToTitleCase(liftInputArea.text); // reset the input area text liftInputArea.text = ""; } }