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- using System.Collections;
- using System.Collections.Generic;
- using UnityEngine;
- public class Data : MonoBehaviour
- {
- [SerializeField]
- private GameObject steve;
- private GameObject[] WoodenSword;
- private GameObject[] StoneSword;
- private GameObject[] GoldenSword;
- private GameObject[] MetalSword;
- private GameObject[] DiamondSword;
- private GameObject[] NezeriteSword;
- private int health1;
- private Steve steve2;
- // Start is called before the first frame update
- void Awake()
- {
- Steve steve2 = steve.GetComponent<Steve>();
- health1 = steve2.health;
- LoadData();
- }
- // Update is called once per frame
- void Update()
- {
- if (Input.GetKeyUp(KeyCode.Q))
- {
- SaveData();
- }
- }
- void LoadData()
- {
- if(PlayerPrefs.HasKey("X")& PlayerPrefs.HasKey("Y")& PlayerPrefs.HasKey("Z"))
- {
- steve.transform.position = new Vector3(PlayerPrefs.GetFloat("X"), PlayerPrefs.GetFloat("Y"), PlayerPrefs.GetFloat("Z"));
- }
- if (PlayerPrefs.HasKey("Sword"))
- {
- if (PlayerPrefs.GetString("Sword") == "Nezerite")
- {
- NezeriteSword[0].GetComponent<MeshRenderer>().enabled = true;
- NezeriteSword[1].GetComponent<MeshRenderer>().enabled = true;
- NezeriteSword[2].GetComponent<MeshRenderer>().enabled = true;
- NezeriteSword[3].GetComponent<MeshRenderer>().enabled = true;
- }
- else if (PlayerPrefs.GetString("Sword") == "Diamond")
- {
- DiamondSword[0].GetComponent<MeshRenderer>().enabled = true;
- DiamondSword[1].GetComponent<MeshRenderer>().enabled = true;
- DiamondSword[2].GetComponent<MeshRenderer>().enabled = true;
- DiamondSword[3].GetComponent<MeshRenderer>().enabled = true;
- }
- else if (PlayerPrefs.GetString("Sword") == "Golden")
- {
- GoldenSword[0].GetComponent<MeshRenderer>().enabled = true;
- GoldenSword[1].GetComponent<MeshRenderer>().enabled = true;
- GoldenSword[2].GetComponent<MeshRenderer>().enabled = true;
- GoldenSword[3].GetComponent<MeshRenderer>().enabled = true;
- }
- else if (PlayerPrefs.GetString("Sword") == "Metal")
- {
- MetalSword[0].GetComponent<MeshRenderer>().enabled = true;
- MetalSword[1].GetComponent<MeshRenderer>().enabled = true;
- MetalSword[2].GetComponent<MeshRenderer>().enabled = true;
- MetalSword[3].GetComponent<MeshRenderer>().enabled = true;
- }
- else if (PlayerPrefs.GetString("Sword") == "Stone")
- {
- StoneSword[0].GetComponent<MeshRenderer>().enabled = true;
- StoneSword[1].GetComponent<MeshRenderer>().enabled = true;
- StoneSword[2].GetComponent<MeshRenderer>().enabled = true;
- StoneSword[3].GetComponent<MeshRenderer>().enabled = true;
- }
- else if (PlayerPrefs.GetString("Sword") == "Wooden")
- {
- WoodenSword[0].GetComponent<MeshRenderer>().enabled = true;
- WoodenSword[1].GetComponent<MeshRenderer>().enabled = true;
- WoodenSword[2].GetComponent<MeshRenderer>().enabled = true;
- WoodenSword[3].GetComponent<MeshRenderer>().enabled = true;
- }
- }
- if (PlayerPrefs.HasKey("health"))
- {
- steve2.health = PlayerPrefs.GetInt("health");
- }
- }
- void SaveData()
- {
- PlayerPrefs.SetFloat("X", steve.transform.position.x);
- PlayerPrefs.SetFloat("Y", steve.transform.position.y);
- PlayerPrefs.SetFloat("Z", steve.transform.position.z);
- PlayerPrefs.SetInt("health", health1);
- if (WoodenSword[1].GetComponent<MeshRenderer>().enabled = true)
- {
- PlayerPrefs.SetString("Sword", "Wooden");
- }
- else if (StoneSword[1].GetComponent<MeshRenderer>().enabled = true)
- {
- PlayerPrefs.SetString("Sword", "Stone");
- }
- else if (MetalSword[1].GetComponent<MeshRenderer>().enabled = true)
- {
- PlayerPrefs.SetString("Sword", "Metal");
- }
- else if (GoldenSword[1].GetComponent<MeshRenderer>().enabled = true)
- {
- PlayerPrefs.SetString("Sword", "Golden");
- }
- else if (DiamondSword[1].GetComponent<MeshRenderer>().enabled = true)
- {
- PlayerPrefs.SetString("Sword", "Diamond");
- }
- else if (NezeriteSword[1].GetComponent<MeshRenderer>().enabled = true)
- {
- PlayerPrefs.SetString("Sword", "Nezerite");
- }
- }
- }
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