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- public void SaveCabinets(RoomIngame[] rooms)
- {
- PlayerPrefs.SetInt("RoomCount", rooms.Length);
- for(int i = 0; i < rooms.Count; i++)
- {
- SaveVector3Position(rooms[i]);
- SaveVector3Rotation(rooms[i]);
- SaveTypeAndLevel(rooms[i]);
- }
- }
- public void LoadCabinets()
- {
- if (!PlayerPrefs.HasKey("RoomCount"))
- return;
- int count = PlayerPrefs.GetInt("RoomCount");
- for(int i = 0; i < count; i++)
- {
- Vector3 pos = GetVector3Position(i);
- Vector3 rot = GetVector3Rotation(i);
- CreateRoom();
- }
- }
- void CreateRoom(int index)
- {
- int roomType = PlayerPrefs.GetInt("RoomName" + index + "roomType");
- RoomIngame r_ = Instantiate(gameManager.buildingManager.roomsIngame[roomType],
- pos, Quaternion.Euler(rot), gameManager.buildingManager.parentRoom);
- r_.fixRotation();
- r_.level = PlayerPrefs.GetInt("RoomName" + index + "roomLevel");
- gameManager.buildingManager.buildedRoomsIngame.Add(r_);
- }
- void SaveTypeAndLevel(RoomIngame room)
- {
- PlayerPrefs.SetInt(room.gameObject.name + i + "roomType", rooms[i].type);
- PlayerPrefs.SetInt(room.gameObject.name + i + "roomLevel", rooms[i].level);
- }
- void SaveVector3Rotation(RoomIngame room)
- {
- PlayerPrefs.SetFloat(room.gameObject.name + i + "roomXa", room.transform.rotation.x);
- PlayerPrefs.SetFloat(room.gameObject.name + i + "roomYa", room.transform.rotation.y);
- PlayerPrefs.SetFloat(room.gameObject.name + i + "roomZa", room.transform.rotation.z);
- }
- void SaveVector3Position(RoomIngame room)
- {
- PlayerPrefs.SetFloat(room.gameObject.name + i + "roomX", room.transform.position.x);
- PlayerPrefs.SetFloat(room.gameObject.name + i + "roomY", room.transform.position.y);
- PlayerPrefs.SetFloat(room.gameObject.name + i + "roomZ", room.transform.position.z);
- }
- Vector3 LoadVector3Position(int index)
- {
- Vector3 pos = Vector3.zero;
- pos.x = PlayerPrefs.GetFloat("RoomName" + index + "roomX");
- pos.y = PlayerPrefs.GetFloat("RoomName" + index + "roomY");
- pos.z = PlayerPrefs.GetFloat("RoomName" + index + "roomZ");
- return pos;
- }
- Vector3 LoadVector3Rotation(int index)
- {
- Vector3 rot = Vector3.zero;
- rot.x = PlayerPrefs.GetFloat("RoomName" + index + "roomX");
- rot.y = PlayerPrefs.GetFloat("RoomName" + index + "roomY");
- rot.z = PlayerPrefs.GetFloat("RoomName" + index + "roomZ");
- return rot;
- }
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