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using System.Collections.Generic; | |
using System.Linq; | |
using UnityEngine; | |
public class GameDataController : MonoBehaviour | |
{ | |
public static SaveData saveData; | |
private void Awake() | |
{ | |
LoadData(); | |
} | |
[ContextMenu("Save Data")] | |
public void SaveGame() | |
{ | |
var data = JsonUtility.ToJson(saveData); | |
PlayerPrefs.SetString("GameData", data); | |
} | |
[ContextMenu("Load Data")] | |
public void LoadData() | |
{ | |
var data = PlayerPrefs.GetString("GameData"); | |
saveData = JsonUtility.FromJson<SaveData>(data); | |
} | |
private void OnDisable() | |
{ | |
SaveGame(); | |
} | |
public static bool GetState(MagicCube magicCube) | |
{ | |
if (saveData.magicCubes == null) | |
return false; | |
if (saveData.magicCubes.Any(t => t.id == magicCube.name)) | |
return saveData.magicCubes.FirstOrDefault(t => t.id == magicCube.name).isRed; | |
return false; | |
} | |
public static void SetState(MagicCube magicCube, bool isRed) | |
{ | |
if (saveData.magicCubes == null) | |
saveData.magicCubes = new List<MagicCubeData>(); | |
var magicCubeData = new MagicCubeData() { id = magicCube.name, isRed = isRed }; | |
saveData.magicCubes.RemoveAll(t => t.id == magicCubeData.id); | |
saveData.magicCubes.Add(magicCubeData); | |
} | |
} |
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using UnityEngine; | |
public class MagicCube : MonoBehaviour | |
{ | |
public bool IsRed { get; set; } | |
private void Start() | |
{ | |
IsRed = GameDataController.GetState(this); | |
UpdateColor(); | |
} | |
private void Update() | |
{ | |
if (Input.GetButtonDown("Fire1")) | |
{ | |
Ray ray = Camera.main.ScreenPointToRay(Input.mousePosition); | |
RaycastHit hitInfo; | |
if (GetComponent<Collider>().Raycast(ray, out hitInfo, Mathf.Infinity)) | |
{ | |
IsRed = !IsRed; | |
UpdateColor(); | |
GameDataController.SetState(this, IsRed); | |
} | |
} | |
} | |
private void UpdateColor() | |
{ | |
GetComponent<MeshRenderer>().material.color = IsRed ? Color.red : Color.green; | |
} | |
} |
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using System; | |
using System.Collections.Generic; | |
[Serializable] | |
public struct SaveData | |
{ | |
public int currentHealth; | |
public int lastLevelBeat; | |
public List<MagicCubeData> magicCubes; | |
} | |
[Serializable] | |
public struct MagicCubeData | |
{ | |
public string id; | |
public bool isRed; | |
} |
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