public void LoadOptions() { myOptions = SaveOptionsSystem.LoadOptions("Options.txt") as MySaveOptions; mainSoundSlider.value = myOptions.mainSoundLevel; BGSoundSlider.value = myOptions.backgroundSoundLevel; musicSoundSlider.value = myOptions.musicSoundLevel; renderSlider.value = myOptions.renderDistance; abilityCode[0] = myOptions.firstAbility; abilityButton[0].GetComponentInChildren <Text>().text = abilityCode[0].ToString(); abilityCode[1] = myOptions.secondAbility; abilityButton[1].GetComponentInChildren <Text>().text = abilityCode[1].ToString(); abilityCode[2] = myOptions.thirdAbility; abilityButton[2].GetComponentInChildren <Text>().text = abilityCode[2].ToString(); abilityCode[3] = myOptions.fourthAbility; abilityButton[3].GetComponentInChildren <Text>().text = abilityCode[3].ToString(); abilityCode[4] = myOptions.fifthAbility; abilityButton[4].GetComponentInChildren <Text>().text = abilityCode[4].ToString(); abilityCode[5] = myOptions.sixthAbility; abilityButton[5].GetComponentInChildren <Text>().text = abilityCode[5].ToString(); abilityCode[6] = myOptions.seventhAbility; abilityButton[6].GetComponentInChildren <Text>().text = abilityCode[6].ToString(); for (int i = 0; i < SM.GetComponent <SceneManager>().abilityCode.Length; i++) { SM.GetComponent <SceneManager>().abilityCode[i] = abilityCode[i]; Debug.Log(abilityCode[i].ToString()); } }
public void SaveOptions() { // Save Options myOptions.mainSoundLevel = mainSoundLevel; myOptions.backgroundSoundLevel = BGSoundLevel; myOptions.musicSoundLevel = musicLevel; myOptions.renderDistance = renderDist; myOptions.firstAbility = abilityCode[0]; myOptions.secondAbility = abilityCode[1]; myOptions.thirdAbility = abilityCode[2]; myOptions.fourthAbility = abilityCode[3]; myOptions.fifthAbility = abilityCode[4]; myOptions.sixthAbility = abilityCode[5]; myOptions.seventhAbility = abilityCode[6]; SM.GetComponent <SceneManager>().mainSoundLevel = mainSoundLevel; SM.GetComponent <SceneManager>().BGSoundLevel = BGSoundLevel; SM.GetComponent <SceneManager>().musicLevel = musicLevel; SM.GetComponent <SceneManager>().renderDist = renderDist; for (int i = 0; i < SM.GetComponent <SceneManager>().abilityCode.Length; i++) { SM.GetComponent <SceneManager>().abilityCode[i] = abilityCode[i]; } SaveOptionsSystem.SaveOptions(myOptions, "Options.txt"); // then close options menu CloseOptions(); }
// Use this for initialization void Start() { MySaveOptions myOptions = SaveOptionsSystem.LoadOptions("Options.txt") as MySaveOptions; mainSoundLevel = myOptions.mainSoundLevel; BGSoundLevel = myOptions.backgroundSoundLevel; musicLevel = myOptions.musicSoundLevel; renderDist = myOptions.renderDistance; abilityCode[0] = myOptions.firstAbility; abilityCode[1] = myOptions.secondAbility; abilityCode[2] = myOptions.thirdAbility; abilityCode[3] = myOptions.fourthAbility; abilityCode[4] = myOptions.fifthAbility; abilityCode[5] = myOptions.sixthAbility; abilityCode[6] = myOptions.seventhAbility; }