public virtual void LoadDataPlayerPref() { if (usePlayerPref && PlayerPrefs.HasKey(PlayerPrefKey)) { Save = MalbersTools.Deserialize <SelectorSave>(PlayerPrefs.GetString(PlayerPrefKey)); //Get the Data from the Player Preff. } }
/// <summary> /// Restore the items values from the Restore Data /// </summary> public virtual void RestoreData(SelectorManager manager) { if (usePlayerPref && PlayerPrefs.HasKey(PlayerPrefKey)) { Save = MalbersTools.Deserialize <SelectorSave>(PlayerPrefs.GetString(PlayerPrefKey)); } Update_Current_Data_from_Restore(); for (int i = 0; i < manager.Editor.Items.Count; i++) //Save the Locked Elements { manager.Editor.Items[i].Locked = Save.RestoreLocked[i]; manager.Editor.Items[i].Amount = Save.RestoreItemsAmount[i]; if (Save.UseMaterialChanger && manager.Editor.Items[i].MatChanger) { manager.Editor.Items[i].MatChanger.AllIndex = Save.RestoreMaterialIndex[i]; } if (Save.UseActiveMesh && manager.Editor.Items[i].ActiveMesh) { manager.Editor.Items[i].ActiveMesh.AllIndex = Save.RestoreActiveMeshIndex[i]; } } if (usePlayerPref) { if (PlayerPrefs.HasKey(PlayerPrefKey)) { PlayerPrefs.DeleteKey(PlayerPrefKey); } PlayerPrefs.SetString(PlayerPrefKey, MalbersTools.Serialize <SelectorSave>(Save)); } UpdateItems(manager); //Update the Items from the Data #if UNITY_EDITOR UnityEditor.EditorUtility.SetDirty(this); #endif }