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Jun 27th, 2019
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  1. Save:
  2.  
  3. PlayerPrefs.SetInt("CabinetCount", cabinets.Count);
  4. for(int i = 0; i < cabinets.Count; i++)
  5. {
  6. PlayerPrefs.SetFloat(item.gameObject.name + i + "x", item.transform.position.x);
  7. PlayerPrefs.SetFloat(item.gameObject.name + i + "y", item.transform.position.y);
  8. PlayerPrefs.SetFloat(item.gameObject.name + i + "z", item.transform.position.z);
  9. PlayerPrefs.SetFloat(item.gameObject.name + i + "rot_x", item.transform.rotation.x);
  10. PlayerPrefs.SetFloat(item.gameObject.name + i + "rot_y", item.transform.rotation.y);
  11. PlayerPrefs.SetFloat(item.gameObject.name + i + "rot_z", item.transform.rotation.z);
  12. PlayerPrefs.SetInt(item.gameObject.name + i + "type", item.type);
  13. PlayerPrefs.SetInt(item.gameObject.name + i + "level", item.level);
  14. }
  15.  
  16. Load:
  17.  
  18. int count = PlayerPrefs.GetInt("CabinetCount");
  19. for(int i = 0; i < count ; i++)
  20. {
  21. Vector3 pos = Vector3.zero;
  22. Vector3 rot = Vector3.zero;
  23. pos.x = PlayerPrefs.GetFloat("CabinetName" + i + "x");
  24. pos.y = PlayerPrefs.GetFloat("CabinetName" + i + "y");
  25. pos.z = PlayerPrefs.GetFloat("CabinetName" + i + "z");
  26. rot.x = PlayerPrefs.GetFloat("CabinetName" + i + "rot_x");
  27. rot.y = PlayerPrefs.GetFloat("CabinetName" + i + "rot_y");
  28. rot.z = PlayerPrefs.GetFloat("CabinetName" + i + "rot_z");
  29. int type = PlayerPrefs.GetInt("CabinetName" + i + "type");
  30. int level = PlayerPrefs.GetInt("CabinetName" + i + "level");
  31.  
  32. GameObject go = Instantiate(CabinetPrefab, pos, rot, null);
  33. CabinetScript cabScript = go.GetComponent<CabinetScript>();
  34. cabScript.type = type;
  35. cabScript.level = level;
  36. }
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