// Called 1st // Initialization private void Start() { string temp_saveFile; switch (s_currentLoadOption) { case eLoadOption.SAVE: temp_saveFile = SaveManager.SAVE_DATA_FILE_NAME; break; case eLoadOption.CHECKPOINT: temp_saveFile = SaveManager.CHECKPOINT_SAVE_DATA_FILE_NAME; break; default: Debug.LogError($"Unhandled enum option {s_currentLoadOption} of type {typeof(eLoadOption).Name}"); temp_saveFile = ""; break; } // Load a save if save data exists if (SaveManager.CheckIfPreviousSaveExists(temp_saveFile)) { SaveManager.LoadGame(temp_saveFile); } ResetLoadOption(); }
private void OnEnable() { // When the menu is opened, set if the button should be interactable or not loadButton.interactable = SaveManager.CheckIfPreviousSaveExists(SaveManager.CHECKPOINT_SAVE_DATA_FILE_NAME); }
// Called 1st // Initialization private void Start() { loadGameButton.interactable = SaveManager.CheckIfPreviousSaveExists(); }