/// <summary> /// Serializes the contents of the achievements array to a serialized, ready to save object /// </summary> /// <param name="serializedInventory">Serialized inventory.</param> public static void FillSerializedMMAchievementManager(SerializedMMAchievementManager serializedAchievements) { serializedAchievements.Achievements = new SerializedMMAchievement[_achievements.Count]; for (int i = 0; i < _achievements.Count(); i++) { SerializedMMAchievement newAchievement = new SerializedMMAchievement(_achievements[i].AchievementID, _achievements[i].UnlockedStatus, _achievements[i].ProgressCurrent); serializedAchievements.Achievements [i] = newAchievement; } }
/// <summary> /// Serializes the contents of the achievements array to a serialized, ready to save object /// </summary> /// <param name="serializedInventory">Serialized inventory.</param> public static void FillSerializedMMAchievementManager(SerializedMMAchievementManager serializedAchievements) { serializedAchievements.Achievements = new SerializedMMAchievement[Achievements.Count]; for (int i = 0; i < Achievements.Count(); i++) { SerializedMMAchievement newAchievement = new SerializedMMAchievement(Achievements[i].AchievementID, Achievements[i].UnlockedStatus, Achievements[i].ProgressCurrent); serializedAchievements.Achievements [i] = newAchievement; //MMDebug.DebugLogTime ("Save : " + serializedAchievements.Achievements [i].AchievementID+", status : "+serializedAchievements.Achievements [i].UnlockedStatus); } }