/// <summary> /// Loads the data. /// </summary> public void loadData() { // Get data for the CoinManager if (PlayerPrefs.HasKey("currentCoinTotal")) { coinManager.currentCoinTotal = PlayerPrefs.GetInt("currentCoinTotal"); } if (PlayerPrefs.HasKey("playerCash")) { coinManager.playerCash = PlayerPrefs.GetInt("playerCash"); } // Get data for the LevelManager if (PlayerPrefs.HasKey("currentLevel")) { levelManager.currentLevel = PlayerPrefs.GetFloat("currentLevel"); } if (PlayerPrefs.HasKey("currentLevelAmount")) { levelManager.currentLevelAmount = PlayerPrefs.GetFloat("currentLevelAmount"); } // Get the data for the CollectableManager if (PlayerPrefs.HasKey("collectables")) { collectableManager.inventory = PlayerPrefsSerialize <Dictionary <CoinEffect.Effect, int> > .Load("collectables"); } else { collectableManager.inventory = new Dictionary <CoinEffect.Effect, int>(); } }
/// <summary> /// Saves the data. /// </summary> public void saveData() { // Save data for the CoinManager PlayerPrefs.SetInt("currentCoinTotal", coinManager.currentCoinTotal); PlayerPrefs.SetInt("playerCash", coinManager.playerCash); // Save data for the LevelManager PlayerPrefs.SetFloat("currentLevel", levelManager.currentLevel); PlayerPrefs.SetFloat("currentLevelAmount", levelManager.currentLevelAmount); // Save data for the CollectableManager PlayerPrefsSerialize <Dictionary <CoinEffect.Effect, int> > .Save(collectableManager.collectableSaveName, collectableManager.inventory); }