public static void FinishAndSaveLevel(bool allCoins, bool noCoins) { int index = SaveAndLoad.GetLastOpenedLevelIndex(); SaveData save = SaveAndLoad.LoadLevelData(); //save.levelCompleted[index] = 1; //save.allCoins[index] = allCoins ? 1 : 0; //save.noCoins[index] = noCoins ? 1 : 0; SaveAndLoad.SaveLevelData(save); SaveAndLoad.SetFinishedLevel(true); print("SAVED SUCESSFULLY"); }
public void Prepare() { save = SaveAndLoad.LoadLevelData(); if (SaveAndLoad.GetFinishedLevel()) { SaveAndLoad.SetFinishedLevel(false); StartCoroutine(UnlockLevelAnimation()); } else { currentLevel = 0; SetLevelInfo(); dots.ChangeSelectedLevel(currentLevel); } SaveAndLoad.SetLastOpenedLevel(currentLevel); SaveAndLoad.SetLastOpenedLevelName(levelData[currentLevel].sceneName); }