// Start is called before the first frame update void Start() { collection = StyleCollection.getInstance(); foreach (var bodyPartAvailable in collection.getAvailableBodyParts()) { var key = StyleCollection.bodyPartToString(bodyPartAvailable); var currentId = PlayerPrefs.GetString(key); if (currentId == "") { currentId = defaultPart; } m_meshIds[bodyPartAvailable] = currentId; } loadSprite(Hood, BodyPart.Hood); loadSprite(Head, BodyPart.Head); loadSprite(Torso, BodyPart.Torso); loadSprite(Pelvis, BodyPart.Pelvis); loadSprite(leftShoulder, BodyPart.LShoulder); loadSprite(rightShoulder, BodyPart.RShoulder); loadSprite(leftElbow, BodyPart.LElbow); loadSprite(rightElbow, BodyPart.RElbow); loadSprite(leftWrist, BodyPart.LWrist); loadSprite(rightWrist, BodyPart.RWrist); loadSprite(leftLeg, BodyPart.LLeg); loadSprite(rightLeg, BodyPart.RLeg); loadSprite(leftBoot, BodyPart.LBoot); loadSprite(rightBoot, BodyPart.RBoot); }
private void OnDestroy() { foreach (var bodyPartAvailable in collection.getAvailableBodyParts()) { var key = StyleCollection.bodyPartToString(bodyPartAvailable); var spriteMeshDatas = collection.getCustomizerData(bodyPartAvailable); var currentId = spriteMeshDatas.getCurrentMeshId(); PlayerPrefs.SetString(key, currentId); } collection.unloadAllAssets(); }