public void SaveLastPlayedLevel() { // Check if current level is farthest level played before saving if (levelHandler.GetPackIndex(levelHandler.CurrentPack.packId) >= levelHandler.GetPackIndex(playerData.GetLastPlayedPack()) && levelHandler.GetLevelIndex(levelHandler.CurrentPack.packId, levelHandler.CurrentLevel.levelName) >= levelHandler.GetLevelIndex(playerData.GetLastPlayedPack(), playerData.GetLastPlayedLevel())) { Debug.Log("Saving LastPlayedLevel"); // if (GetCurrentPack().levelList.Count > GetCurrentLevel().levelNumber + 1) { playerData.SaveLastPlayedLevel(GetCurrentPack(), GetCurrentPack().levelList[GetCurrentLevel().levelNumber + 1]); } else if (levelHandler.GetPackList().NextPack(GetCurrentPack()) != null) { playerData.SaveLastPlayedLevel(levelHandler.GetPackList().NextPack(GetCurrentPack()), levelHandler.GetPackList().NextPack(GetCurrentPack()).levelList[0]); } //playerData.SaveLastPlayedLevel(levelHandler.CurrentPack., levelHandler.CurrentLevel); } }