public void saveNoPlay() { string name = setName.GetComponent <InputField>().text; setOfCards cardSet = saveSet(); Serializer.Save <setOfCards>(Serializer.GetSavePath(name), cardSet); }
public setOfCards saveSet() { string nameOfSet; setOfCards cardSet; try { nameOfSet = setName.GetComponent <InputField>().text; cardSet = new setOfCards(nameOfSet); } catch { cardSet = new setOfCards(); } GameObject currentCard; flashCard newCard; string word; string definition; for (int i = 0; i < cardList.Count; i++) { currentCard = cardList[i]; word = currentCard.transform.Find("Word").gameObject.GetComponent <InputField>().text; definition = currentCard.transform.Find("Definition").gameObject.GetComponent <InputField>().text; newCard = new flashCard(word, definition); cardSet.addCard(newCard); } return(cardSet); }
public void saveAndPlay() { string name = setName.GetComponent <InputField>().text; setOfCards cardSet = saveSet(); Serializer.Save <setOfCards>(Serializer.GetSavePath(name), cardSet); saveData.loadedCards = Serializer.Load <setOfCards>(Serializer.GetSavePath(name)); SceneManager.LoadScene("game", LoadSceneMode.Single); }