public static void SaveObjectsOnScene(ObjectsCountOnScene objectsOnScene) { PlayerPrefs.SetInt(CurentLevel + "_actionObjectsOnScene", objectsOnScene.GetCount(ActionObjectType.Action)); PlayerPrefs.SetInt(CurentLevel + "_physicsObjectsOnScene", objectsOnScene.GetCount(ActionObjectType.Phisics)); PlayerPrefs.SetInt(CurentLevel + "_spawnObjectsOnScene", objectsOnScene.GetCount(ActionObjectType.Spawn)); PlayerPrefs.SetInt(CurentLevel + "_scorreUpgradeOnScene", objectsOnScene.GetCount(ActionObjectType.UpgradeScorre)); PlayerPrefs.SetInt(CurentLevel + "_spawnUpgradeOnScene", objectsOnScene.GetCount(ActionObjectType.UpgradeSpawn)); PlayerPrefs.Save(); }
public static ObjectsCountOnScene GetObjectsOnCurrentScene() { ObjectsCountOnScene objectsOnScene = new ObjectsCountOnScene(); objectsOnScene.SetCount(ActionObjectType.Action, PlayerPrefs.GetInt(CurentLevel + "_actionObjectsOnScene")); objectsOnScene.SetCount(ActionObjectType.Phisics, PlayerPrefs.GetInt(CurentLevel + "_physicsObjectsOnScene")); objectsOnScene.SetCount(ActionObjectType.Spawn, PlayerPrefs.GetInt(CurentLevel + "_spawnObjectsOnScene")); objectsOnScene.SetCount(ActionObjectType.UpgradeScorre, PlayerPrefs.GetInt(CurentLevel + "_scorreUpgradeOnScene")); objectsOnScene.SetCount(ActionObjectType.UpgradeSpawn, PlayerPrefs.GetInt(CurentLevel + "_spawnUpgradeOnScene")); return(objectsOnScene); }