// LoadInformation.LoadAllInformation(); public static void LoadAllInformation() { GameInformation.PlayerName = PlayerPrefs.GetString("PLAYERNAME"); GameInformation.PlayerClass = (BaseClass)PlayerPrefSerialization.Load("PLAYERCLASS"); GameInformation.PlayerCPU = PlayerPrefs.GetInt("PLAYERCPU"); GameInformation.Credits = PlayerPrefs.GetInt("CREDITS"); GameInformation.RAM = PlayerPrefs.GetInt("PLAYERRAM"); GameInformation.Strength = PlayerPrefs.GetInt("PLAYERSTRENGTH"); GameInformation.Dexterity = PlayerPrefs.GetInt("PLAYERDEXTERITY"); GameInformation.Intellect = PlayerPrefs.GetInt("PLAYERINTELLECT"); }
//allows all player saved information to be loaded public static void LoadAllInformation() { GameInformation.PlayerLevel = PlayerPrefs.GetInt("PLAYERLEVEL"); GameInformation.PlayerName = PlayerPrefs.GetString("PLAYERNAME"); GameInformation.Stamina = PlayerPrefs.GetInt("STAMINA"); GameInformation.Strength = PlayerPrefs.GetInt("STRENGTH"); GameInformation.Intellect = PlayerPrefs.GetInt("INTELLECT"); GameInformation.Endurance = PlayerPrefs.GetInt("ENDURANCE"); GameInformation.Dexterity = PlayerPrefs.GetInt("DEXTERITY"); if (PlayerPrefs.GetString("EQUIPMENTITEM1") != null) { GameInformation.EquipmentOne = (BaseEquipment)PlayerPrefSerialization.Load("EQUIPMENTITEM1"); } }
public void LoadCurrentlyEquiped() { // Save Defensive Hardware // Shell if (GameInformation.EquipedShell != null) { GameInformation.EquipedShell = (BaseDefensiveHardware)PlayerPrefSerialization.Load("SHELL"); } // Processor if (GameInformation.EquipedProcessor != null) { GameInformation.EquipedProcessor = (BaseDefensiveHardware)PlayerPrefSerialization.Load("PROCESSOR"); } // Expansion 1 if (GameInformation.EquipedExpansion1 != null) { GameInformation.EquipedExpansion1 = (BaseDefensiveHardware)PlayerPrefSerialization.Load("EXPANSION1"); } // Expansion 2 if (GameInformation.EquipedExpansion2 != null) { GameInformation.EquipedExpansion2 = (BaseDefensiveHardware)PlayerPrefSerialization.Load("EXPANSION2"); } // Coroutine if (GameInformation.EquipedCoroutine != null) { GameInformation.EquipedCoroutine = (BaseDefensiveHardware)PlayerPrefSerialization.Load("COROUTINE"); } // Save Offensive Hardware // Main hand if (GameInformation.EquipedMainHand != null) { PlayerPrefSerialization.Load("MAINHAND"); } // Off hand if (GameInformation.EquipedOffHand != null) { PlayerPrefSerialization.Load("OFFHAND"); } }