using System.Collections; using System.Collections.Generic; using UnityEngine; using UnityEngine.SceneManagement; /* * IMPOSRTANT * All methods must be binded in buttons actions list responsible for saving */ public class SaveController : MonoBehaviour { public void SaveScene() { string activeScene = SceneManager.GetActiveScene().name; PlayerPrefs.SetString("SceneSaved", activeScene); } /// /// Used only in 'MainMenu' scene in 'Contine' button /// public void LoadScene() { string sceneToGoTo = PlayerPrefs.GetString("SceneSaved"); SceneManager.LoadScene(sceneToGoTo); } public void SaveHealth() { var player = GameObject.FindGameObjectWithTag("Player"); player.GetComponent().SaveCheckpoint(); } public void SaveAccountBalance() { if (AccountBalanceManager.Instance) AccountBalanceManager.Instance.SaveValue(); } #region palyer panels data public void SavePlayerEquipmentItems() // toDO change name to save Equipment - save items will save items on map eg after drops { EquipmentDataManager.Instance.SaveDynamicData(); } public void SavePlayerQuests() { SceneTaskDataManager.Instance.SaveDynamicData(); // right now, we dont need to save dynamic list :D } public void SavePlayerInventory() { SceneInventoryDataManager.Instance.SaveDynamicData(); } #endregion public void SaveChests() { // there may be mapos where we dont have this elements because we dont want to have there any chests - simple // eg Cave Entrance if(SceneChestDataManager.Instance) SceneChestDataManager.Instance.SaveDynamicData(); } public void SaveShops() { if(SceneShopDataManager.Instance) SceneShopDataManager.Instance.SaveDynamicData(); } public void SaveDialogues() { if (MultiDialogueDataManager.Instance) MultiDialogueDataManager.Instance.SaveDynamicData(); } public void SaveMissions() { if (MissionDataManager.Instance ) //&& MissionConditionDataManager.Instance { MissionDataManager.Instance.SaveDynamicData(); MissionConditionDataManager.Instance.SaveDynamicData(); } } }