public static int crewSlots = 0; // Number of crew slots you have // ========================================================================= // Save Database =========================================================== public static void Save() { SaveObject saveObject = new SaveObject { movementSpeedSO = movementSpeed, currentHealthSO = currentHealth, playerPositionSO = playerPosition, playerXPSO = playerXP, // Offensive Stats laserDamageSO = laserDamage, missileRangeSO = missileRange, missileSpeedSO = missileSpeed, laserOverheatRateSO = laserOverheatRate, laserCoolingRateSO = laserCoolingRate, missileExplosionRadiusSO = missileExplosionRadius, canMissileExplosionSlowSO = canMissileExplosionSlow, missileExplosionSlowRateSO = missileExplosionSlowRate, laserReflectorLevelSO = laserReflectorDamge, laserReflectorDamgeSO = laserReflectorDamge, canLaserVitalComponentsDamgeSO = canLaserVitalComponentsDamge, laserVitalComponentsDamgageChanceSO = laserVitalComponentsDamgageChance, canMissileDisableDroneSO = canMissileDisableDrone, MissileDisableDroneSO = MissileDisableDrone, canReleaseDronesSO = canReleaseDrones, numDronesReleasedSO = numDronesReleased, numDronesSO = numDrones, // Defensive Stats maxHealthSO = maxHealth, shieldCapacitySO = shieldCapacity, shieldRechargeRageSO = shieldRechargeRate, canShildDamageSO = canShildDamage, shieldDamageSO = shieldDamage, flareCapacitySO = flareCapacity, canBatteringRamSO = canBatteringRam, batteringRamDamageDealtSO = batteringRamDamageDealt, batteringRamDamgeRecievedSO = batteringRamDamgeRecieved, canAllClearSO = canAllClear, canHealthScalesSO = canHealthScales, // Crew Stats crewSlotsSO = crewSlots, }; string json = JsonUtility.ToJson(saveObject); SavePlayerDatabase.Save(json); }
// Load Database =========================================================== public static void Load() { string saveString = SavePlayerDatabase.Load(); SaveObject saveObject = JsonUtility.FromJson <SaveObject>(saveString); movementSpeed = saveObject.movementSpeedSO; currentHealth = saveObject.currentHealthSO; playerPosition = saveObject.playerPositionSO; playerXP = saveObject.playerXPSO; // Offensive Stats laserDamage = saveObject.laserDamageSO; missileRange = saveObject.missileRangeSO; missileSpeed = saveObject.missileSpeedSO; laserOverheatRate = saveObject.laserOverheatRateSO; laserCoolingRate = saveObject.laserCoolingRateSO; missileExplosionRadius = saveObject.missileExplosionRadiusSO; canMissileExplosionSlow = saveObject.canMissileExplosionSlowSO; missileExplosionSlowRate = saveObject.missileExplosionSlowRateSO; laserReflectorLevel = saveObject.laserReflectorDamgeSO; laserReflectorDamge = saveObject.laserReflectorDamgeSO; canLaserVitalComponentsDamge = saveObject.canLaserVitalComponentsDamgeSO; laserVitalComponentsDamgageChance = saveObject.laserVitalComponentsDamgageChanceSO; canMissileDisableDrone = saveObject.canMissileDisableDroneSO; MissileDisableDrone = saveObject.MissileDisableDroneSO; canReleaseDrones = saveObject.canReleaseDronesSO; numDronesReleased = saveObject.numDronesReleasedSO; numDrones = saveObject.numDronesSO; // Defensive Stats maxHealth = saveObject.maxHealthSO; shieldCapacity = saveObject.shieldCapacitySO; shieldRechargeRate = saveObject.shieldRechargeRageSO; canShildDamage = saveObject.canShildDamageSO; shieldDamage = saveObject.shieldDamageSO; flareCapacity = saveObject.flareCapacitySO; canBatteringRam = saveObject.canBatteringRamSO; batteringRamDamageDealt = saveObject.batteringRamDamageDealtSO; batteringRamDamgeRecieved = saveObject.batteringRamDamgeRecievedSO; canAllClear = saveObject.canAllClearSO; canHealthScales = saveObject.canHealthScalesSO; // Crew Stats crewSlots = saveObject.crewSlotsSO; }