public void SavePlayerData() { AddUnitsToTotal(); for (int i = 0; i < Data.Weapons.Count; i++) { for (int j = 0; j < Weapons.Count; j++) { Debug.Log("OUT: Data" + Data.Weapons[i].WeaponName + "Weapons" + Weapons[j].WeaponName); if (Data.Weapons[i].WeaponName == Weapons[j].WeaponName) { Debug.Log("IN: Data" + Data.Weapons[i].WeaponName + "Weapons" + Weapons[j].WeaponName); Data.Weapons.RemoveAt(i); Data.Weapons.Add(Weapons[i].RWeaponData); } } } SaveLoad.Save <PlayerData>(Data, "PlayerData.sav"); }
public void SaveWeapons() { Data.Weapons = Weapons.Values.ToList(); SaveLoad.Save(Data, "PlayerData.sav"); }
public void SaveUnlockedItems() { SaveLoad.Save(ShopItemsUnlocked, "ShopItemsUnlocked.sav"); SaveLoad.Save(Data, "PlayerData.sav"); }