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- Save:
- PlayerPrefs.SetInt("CabinetCount", cabinets.Count);
- for(int i = 0; i < cabinets.Count; i++)
- {
- PlayerPrefs.SetFloat(item.gameObject.name + i + "x", item.transform.position.x);
- PlayerPrefs.SetFloat(item.gameObject.name + i + "y", item.transform.position.y);
- PlayerPrefs.SetFloat(item.gameObject.name + i + "z", item.transform.position.z);
- PlayerPrefs.SetFloat(item.gameObject.name + i + "rot_x", item.transform.rotation.x);
- PlayerPrefs.SetFloat(item.gameObject.name + i + "rot_y", item.transform.rotation.y);
- PlayerPrefs.SetFloat(item.gameObject.name + i + "rot_z", item.transform.rotation.z);
- PlayerPrefs.SetInt(item.gameObject.name + i + "type", item.type);
- PlayerPrefs.SetInt(item.gameObject.name + i + "level", item.level);
- }
- Load:
- int count = PlayerPrefs.GetInt("CabinetCount");
- for(int i = 0; i < count ; i++)
- {
- Vector3 pos = Vector3.zero;
- Vector3 rot = Vector3.zero;
- pos.x = PlayerPrefs.GetFloat("CabinetName" + i + "x");
- pos.y = PlayerPrefs.GetFloat("CabinetName" + i + "y");
- pos.z = PlayerPrefs.GetFloat("CabinetName" + i + "z");
- rot.x = PlayerPrefs.GetFloat("CabinetName" + i + "rot_x");
- rot.y = PlayerPrefs.GetFloat("CabinetName" + i + "rot_y");
- rot.z = PlayerPrefs.GetFloat("CabinetName" + i + "rot_z");
- int type = PlayerPrefs.GetInt("CabinetName" + i + "type");
- int level = PlayerPrefs.GetInt("CabinetName" + i + "level");
- GameObject go = Instantiate(CabinetPrefab, pos, rot, null);
- CabinetScript cabScript = go.GetComponent<CabinetScript>();
- cabScript.type = type;
- cabScript.level = level;
- }
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