public void LoadData() { PlayerPrefUtils.LoadValue(ref _current_skin); for (int i = 0; i < characters.Count; i++) { characters[i].LoadData(); } }
public void LoadData() { PlayerPrefUtils.LoadValue(ref _isFullScreen); PlayerPrefUtils.LoadValue(ref _scale); PlayerPrefUtils.LoadValue(ref _language); PlayerPrefUtils.LoadValue(ref _sfxVolume); PlayerPrefUtils.LoadValue(ref _musicVolume); }
public void LoadData() { PlayerPrefUtils.LoadValue(ref _cookies); PlayerPrefUtils.LoadValue(ref _redLights); PlayerPrefUtils.LoadValue(ref _lotCookies); PlayerPrefUtils.LoadValue(ref _bestScore); PlayerPrefUtils.LoadValue(ref _lastScore); PlayerPrefUtils.LoadValue(ref _playerLevel); PlayerPrefUtils.LoadValue(ref _current_reward_id); PlayerPrefUtils.LoadValue(ref _last_reward_id_claimed); PlayerPrefUtils.LoadValue(ref _last_date_claim_reward); PlayerPrefUtils.LoadValue(ref _explosives); }
public void LoadData() { PlayerPrefUtils.LoadValue(ref _hasMissions); for (int i = 0; i < Constants.num_missions_per_level; i++) { missions[i].LoadData(); } PlayerPrefUtils.LoadValue(ref _missionCookieAcum); PlayerPrefUtils.LoadValue(ref _missionMeterAcum); PlayerPrefUtils.LoadValue(ref _missionSpecialCookieAcum); PlayerPrefUtils.LoadValue(ref _missionRedLightAcum); PlayerPrefUtils.LoadValue(ref _missionEnterChimneyAcum); }
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 LoadData() { PlayerPrefUtils.LoadValue(ref _found); }
public void LoadData() { PlayerPrefUtils.LoadValue(ref _status); PlayerPrefUtils.LoadValue(ref _level); }
public void LoadData() { PlayerPrefUtils.LoadValue(ref _id_mission); PlayerPrefUtils.LoadValue(ref _complete); }
public void LoadData() { PlayerPrefUtils.LoadValue(ref _slot_upgrade); }
public void LoadData() { PlayerPrefUtils.LoadValue(ref _level); PlayerPrefUtils.LoadValue(ref _complete); PlayerPrefUtils.LoadValue(ref _collected); }