using System.Collections; using System.Collections.Generic; using UnityEngine; using UnityEngine.SceneManagement; public class SaveController : MonoBehaviour { public void SaveScene() { string activeScene = SceneManager.GetActiveScene().name; PlayerPrefs.SetString("SceneSaved", activeScene); } public void LoadScene() { OnMapAppearanceMethod.Gateway = OnMapAppearanceMethodEnum.LoadGame; string sceneToGoTo = PlayerPrefs.GetString("SceneSaved"); SceneManager.LoadScene(sceneToGoTo); } public void SaveHealth() { var player = GameObject.FindGameObjectWithTag("Player"); player.GetComponent().SaveCheckpoint(); } 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(); } public void SaveChests() { SceneChestDataManager.Instance.SaveDynamicData(); } }