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Jan 28th, 2021
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  1. using System.Collections;
  2. using System.Collections.Generic;
  3. using UnityEngine;
  4.  
  5. public class Data : MonoBehaviour
  6. {
  7.     [SerializeField]
  8.     private GameObject steve;
  9.     private GameObject[] WoodenSword;
  10.     private GameObject[] StoneSword;
  11.     private GameObject[] GoldenSword;
  12.     private GameObject[] MetalSword;
  13.     private GameObject[] DiamondSword;
  14.     private GameObject[] NezeriteSword;
  15.     private int health1;
  16.     private Steve steve2;
  17.     // Start is called before the first frame update
  18.     void Awake()
  19.     {
  20.         Steve steve2 = steve.GetComponent<Steve>();
  21.         health1 = steve2.health;
  22.         LoadData();
  23.     }
  24.  
  25.     // Update is called once per frame
  26.     void Update()
  27.     {
  28.         if (Input.GetKeyUp(KeyCode.Q))
  29.         {
  30.             SaveData();
  31.         }
  32.     }
  33.     void LoadData()
  34.     {
  35.         if(PlayerPrefs.HasKey("X")& PlayerPrefs.HasKey("Y")& PlayerPrefs.HasKey("Z"))
  36.         {
  37.             steve.transform.position = new Vector3(PlayerPrefs.GetFloat("X"), PlayerPrefs.GetFloat("Y"), PlayerPrefs.GetFloat("Z"));
  38.         }
  39.         if (PlayerPrefs.HasKey("Sword"))
  40.         {
  41.             if (PlayerPrefs.GetString("Sword") == "Nezerite")
  42.             {
  43.                 NezeriteSword[0].GetComponent<MeshRenderer>().enabled = true;
  44.                 NezeriteSword[1].GetComponent<MeshRenderer>().enabled = true;
  45.                 NezeriteSword[2].GetComponent<MeshRenderer>().enabled = true;
  46.                 NezeriteSword[3].GetComponent<MeshRenderer>().enabled = true;
  47.             }
  48.             else if (PlayerPrefs.GetString("Sword") == "Diamond")
  49.             {
  50.                 DiamondSword[0].GetComponent<MeshRenderer>().enabled = true;
  51.                 DiamondSword[1].GetComponent<MeshRenderer>().enabled = true;
  52.                 DiamondSword[2].GetComponent<MeshRenderer>().enabled = true;
  53.                 DiamondSword[3].GetComponent<MeshRenderer>().enabled = true;
  54.             }
  55.             else if (PlayerPrefs.GetString("Sword") == "Golden")
  56.             {
  57.                 GoldenSword[0].GetComponent<MeshRenderer>().enabled = true;
  58.                 GoldenSword[1].GetComponent<MeshRenderer>().enabled = true;
  59.                 GoldenSword[2].GetComponent<MeshRenderer>().enabled = true;
  60.                 GoldenSword[3].GetComponent<MeshRenderer>().enabled = true;
  61.             }
  62.             else if (PlayerPrefs.GetString("Sword") == "Metal")
  63.             {
  64.                 MetalSword[0].GetComponent<MeshRenderer>().enabled = true;
  65.                 MetalSword[1].GetComponent<MeshRenderer>().enabled = true;
  66.                 MetalSword[2].GetComponent<MeshRenderer>().enabled = true;
  67.                 MetalSword[3].GetComponent<MeshRenderer>().enabled = true;
  68.             }
  69.             else if (PlayerPrefs.GetString("Sword") == "Stone")
  70.             {
  71.                 StoneSword[0].GetComponent<MeshRenderer>().enabled = true;
  72.                 StoneSword[1].GetComponent<MeshRenderer>().enabled = true;
  73.                 StoneSword[2].GetComponent<MeshRenderer>().enabled = true;
  74.                 StoneSword[3].GetComponent<MeshRenderer>().enabled = true;
  75.             }
  76.             else if (PlayerPrefs.GetString("Sword") == "Wooden")
  77.             {
  78.                 WoodenSword[0].GetComponent<MeshRenderer>().enabled = true;
  79.                 WoodenSword[1].GetComponent<MeshRenderer>().enabled = true;
  80.                 WoodenSword[2].GetComponent<MeshRenderer>().enabled = true;
  81.                 WoodenSword[3].GetComponent<MeshRenderer>().enabled = true;
  82.             }
  83.         }
  84.         if (PlayerPrefs.HasKey("health"))
  85.         {
  86.             steve2.health = PlayerPrefs.GetInt("health");
  87.         }
  88.     }
  89.     void SaveData()
  90.     {
  91.         PlayerPrefs.SetFloat("X", steve.transform.position.x);
  92.         PlayerPrefs.SetFloat("Y", steve.transform.position.y);
  93.         PlayerPrefs.SetFloat("Z", steve.transform.position.z);
  94.         PlayerPrefs.SetInt("health", health1);
  95.         if (WoodenSword[1].GetComponent<MeshRenderer>().enabled = true)
  96.         {
  97.             PlayerPrefs.SetString("Sword", "Wooden");
  98.         }
  99.         else if (StoneSword[1].GetComponent<MeshRenderer>().enabled = true)
  100.         {
  101.             PlayerPrefs.SetString("Sword", "Stone");
  102.         }
  103.         else if (MetalSword[1].GetComponent<MeshRenderer>().enabled = true)
  104.         {
  105.             PlayerPrefs.SetString("Sword", "Metal");
  106.         }
  107.         else if (GoldenSword[1].GetComponent<MeshRenderer>().enabled = true)
  108.         {
  109.             PlayerPrefs.SetString("Sword", "Golden");
  110.         }
  111.         else if (DiamondSword[1].GetComponent<MeshRenderer>().enabled = true)
  112.         {
  113.             PlayerPrefs.SetString("Sword", "Diamond");
  114.         }
  115.         else if (NezeriteSword[1].GetComponent<MeshRenderer>().enabled = true)
  116.         {
  117.             PlayerPrefs.SetString("Sword", "Nezerite");
  118.         }
  119.     }
  120. }
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