Пример #1
0
 public static void SaveObjectsOnScene(ObjectsCountOnScene objectsOnScene)
 {
     PlayerPrefs.SetInt(CurentLevel + "_actionObjectsOnScene", objectsOnScene.GetCount(ActionObjectType.Action));
     PlayerPrefs.SetInt(CurentLevel + "_physicsObjectsOnScene", objectsOnScene.GetCount(ActionObjectType.Phisics));
     PlayerPrefs.SetInt(CurentLevel + "_spawnObjectsOnScene", objectsOnScene.GetCount(ActionObjectType.Spawn));
     PlayerPrefs.SetInt(CurentLevel + "_scorreUpgradeOnScene", objectsOnScene.GetCount(ActionObjectType.UpgradeScorre));
     PlayerPrefs.SetInt(CurentLevel + "_spawnUpgradeOnScene", objectsOnScene.GetCount(ActionObjectType.UpgradeSpawn));
     PlayerPrefs.Save();
 }
Пример #2
0
    public static ObjectsCountOnScene GetObjectsOnCurrentScene()
    {
        ObjectsCountOnScene objectsOnScene = new ObjectsCountOnScene();

        objectsOnScene.SetCount(ActionObjectType.Action, PlayerPrefs.GetInt(CurentLevel + "_actionObjectsOnScene"));
        objectsOnScene.SetCount(ActionObjectType.Phisics, PlayerPrefs.GetInt(CurentLevel + "_physicsObjectsOnScene"));
        objectsOnScene.SetCount(ActionObjectType.Spawn, PlayerPrefs.GetInt(CurentLevel + "_spawnObjectsOnScene"));
        objectsOnScene.SetCount(ActionObjectType.UpgradeScorre, PlayerPrefs.GetInt(CurentLevel + "_scorreUpgradeOnScene"));
        objectsOnScene.SetCount(ActionObjectType.UpgradeSpawn, PlayerPrefs.GetInt(CurentLevel + "_spawnUpgradeOnScene"));

        return(objectsOnScene);
    }