//Load the previous save state from the player prefs //Currently there is no ability or need to load previous save which is why the function ResetSave is always called //But there could be the potential to save and continue in the future so this is here in preparation public void Load() { // Check if a save already exists if (PlayerPrefs.HasKey("save")) { state = Assistant.Deserialize <SaveState>(PlayerPrefs.GetString("save")); } else { state = new SaveState(); Save(); Debug.Log("No save file found, creating a new one "); } }