/// <summary> /// /// </summary> private void ResearchTreeLoadSate(Save_State load) { for (int i = 0; i < Chef_Requirment_Purchasable.Count; i++) { Chef chef = Chef_Requirment_Purchasable[i]; Chef_Research_Save_State loadState = load.Chef_Research_Save_State[i]; chef.Name = loadState.Name; chef.Unlocked = loadState.Unlocked; chef.CurrentLevel = loadState.Current_Level; } }
/// <summary> /// /// </summary> private void ResearchTreeSaveSate(Save_State save) { for (int i = 0; i < Chef_Requirment_Purchasable.Count; i++) { Chef chef = Chef_Requirment_Purchasable[i]; Chef_Research_Save_State save_state = new Chef_Research_Save_State(); save_state.Name = chef.Name; save_state.Unlocked = chef.Unlocked; save_state.Current_Level = chef.CurrentLevel; save.Chef_Research_Save_State.Add(save_state); } }