public void LoadData() { PlayerPrefUtils.LoadValue(ref _last_updated_slot); for (int i = 0; i < Constants.num_upgrades; i++) { upgrades[i].LoadData(); } for (int i = 0; i < Constants.num_upgrade_slots; i++) { slots[i].LoadData(); } }
public void LoadData() { PlayerPrefUtils.LoadValue(ref _acum_chimney_enters); PlayerPrefUtils.LoadValue(ref _acum_fall_meters); PlayerPrefUtils.LoadValue(ref _acum_cookies); PlayerPrefUtils.LoadValue(ref _acum_daily_reward); PlayerPrefUtils.LoadValue(ref _acum_explosives); for (int i = 0; i < this.countAchievements; i++) { achievements[i].LoadData(); } for (int i = 0; i < Constants.num_secret_buttons; i++) { secrets[i].LoadData(); } }
public void LoadOrCreate() { if (!PlayerPrefUtils.HasKey(hasData.key)) { PlayerPrefUtils.SetValue(true, ref hasData); this.userData.SetDefaults(); this.missionsData.SetDefaults(); this.optionsData.SetDefaults(); this.upgradesData.SetDefaults(); this.charactersData.SetDefaults(); } else { this.userData.LoadData(); this.missionsData.LoadData(); this.optionsData.LoadData(); this.upgradesData.LoadData(); this.charactersData.LoadData(); } }
public void SetDefaults() { PlayerPrefUtils.SetDefaultValue(ref _found); }
public void LoadData() { PlayerPrefUtils.LoadValue(ref _found); }
public void SetDefaults() { PlayerPrefUtils.SetDefaultValue(ref _status); PlayerPrefUtils.SetDefaultValue(ref _level); }
public void LoadData() { PlayerPrefUtils.LoadValue(ref _status); PlayerPrefUtils.LoadValue(ref _level); }
public void SetDefaults() { PlayerPrefUtils.SetDefaultValue(ref _id_mission); PlayerPrefUtils.SetDefaultValue(ref _complete); }
public void LoadData() { PlayerPrefUtils.LoadValue(ref _id_mission); PlayerPrefUtils.LoadValue(ref _complete); }
public void SetDefaults() { PlayerPrefUtils.SetDefaultValue(ref _slot_upgrade); }
public void LoadData() { PlayerPrefUtils.LoadValue(ref _slot_upgrade); }
public void SetDefaults() { PlayerPrefUtils.SetDefaultValue(ref _level); PlayerPrefUtils.SetDefaultValue(ref _complete); PlayerPrefUtils.SetDefaultValue(ref _collected); }
public void LoadData() { PlayerPrefUtils.LoadValue(ref _level); PlayerPrefUtils.LoadValue(ref _complete); PlayerPrefUtils.LoadValue(ref _collected); }