public static void LoadAllInformation() { GameInformation.PlayerName = PlayerPrefs.GetString("PLAYERNAME"); GameInformation.PlayerLevel = PlayerPrefs.GetInt("PLAYERLEVEL"); GameInformation.Strength = PlayerPrefs.GetInt("STRENGTH"); GameInformation.Agility = PlayerPrefs.GetInt("AGILITY"); GameInformation.Dexterity = PlayerPrefs.GetInt("DEXTERITY"); GameInformation.Vitality = PlayerPrefs.GetInt("VITALITY"); GameInformation.Intelligence = PlayerPrefs.GetInt("INTELLIGENCE"); GameInformation.Luck = PlayerPrefs.GetInt("LUCK"); GameInformation.Gold = PlayerPrefs.GetInt("GOLD"); GameInformation.PlayerClass = (BaseCharacterClass)PlayerInfoSerialization.Load("PLAYERCLASS"); if (PlayerPrefs.GetString("EQUIPMENTITEM1") != null) { GameInformation.EquipmentOne = (BaseEquipment)PlayerInfoSerialization.Load("EQUIPMENTITEM1"); } }
public static void SaveAllInformation() { PlayerPrefs.SetString("PLAYERNAME", GameInformation.PlayerName); PlayerPrefs.SetInt("PLAYERLEVEL", GameInformation.PlayerLevel); PlayerPrefs.SetInt("STRENGTH", GameInformation.Strength); PlayerPrefs.SetInt("AGILITY", GameInformation.Agility); PlayerPrefs.SetInt("DEXTERITY", GameInformation.Dexterity); PlayerPrefs.SetInt("VITALITY", GameInformation.Vitality); PlayerPrefs.SetInt("INTELLIGENCE", GameInformation.Intelligence); PlayerPrefs.SetInt("LUCK", GameInformation.Luck); PlayerPrefs.SetInt("GOLD", GameInformation.Gold); PlayerInfoSerialization.Save("PLAYERCLASS", GameInformation.PlayerClass); if (GameInformation.EquipmentOne != null) { PlayerInfoSerialization.Save("EQUIPMENTITEM1", GameInformation.EquipmentOne); } Debug.Log("SAVED ALL INFORMATION"); }