// Update is called once per frame void Update() { // Listen to any input pressed, if yes calls FadeToLevel() and deletes player preferences if (Input.anyKey) { del.DeleteAll(); FadeToLevel(0); } }
public override void OnInspectorGUI() { DeletePlayerPrefs dpp = (DeletePlayerPrefs)target; if (GUILayout.Button("Delete PlayerPrefs")) { dpp.DeleteAll(); } }
// Update is called once per frame void Update() { // Check for any input key pressed if (Input.anyKey) { // Delete the current progression and fade to MainMenu del.DeleteAll(); FadeToLevel(1); } }
// Delete the data stored in PlayerPrefs and start the routine to load the level selection scene public void DestroySaves() { del.DeleteAll(); FadeToLevel(SceneManager.GetActiveScene().buildIndex + 1); }
// Used when the player is suppposed to die, return to MainMenu scene and deletes player preferences about his progression public void Die() { currentHealth = 0; _del.DeleteAll(); SceneManager.LoadScene(1); }