void LoadTexture() { //check to see if our save file for this character string path = Application.persistentDataPath + "/Save.png"; if (File.Exists(path)) { SavedData data = SaveCustomasation.LoadPlayerData(); SetTexture("Skin", data.skin); skin = data.skin; SetTexture("Hair", data.hair); hair = data.hair; SetTexture("Mouth", data.mouth); mouth = data.mouth; SetTexture("Skin", data.skin); eyes = data.eyes; SetTexture("Armour", data.armour); armour = data.armour; SetTexture("Clothes", data.clothes); clothes = data.clothes; charName = data.charName; } else { SetTexture("Skin", customSet.skinIndex = 0); SetTexture("Hair", customSet.hairIndex = 0); SetTexture("Mouth", customSet.mouthIndex = 0); SetTexture("Eyes", customSet.eyesIndex = 0); SetTexture("Clothes", customSet.clothesIndex = 0); SetTexture("Armour", customSet.armourIndex = 0); } }
//Function called Save this will allow us to save our indexes void Save() { //SetInt for SkinIndex, HairIndex, MouthIndex, EyesIndex //SetString CharacterName SaveCustomasation.SavePlayerCustomisation(this); Debug.Log("Saved"); }