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PlayerPrefs Loading Scene wont work

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I am trying to build a script that would save the last scene you were on but it looks like it doesn't work by any means.By saving the last scene i mean saving the progress and sending you to Map Scene which is like a mainmenu So i have a principal Map scene where you have to press on one specific collider to send you to a Map1,2,3 etc. So the game logic would look like this if press on collider for the first time - sends you to map1 In map1 if you kill all the zombies - sends you to Map If press on collider again- sends you to map2 In map2 if you kill all the zombies - sends you to Map And so on.. I attached a script to my Map Scene which is not working using UnityEngine; using System.Collections; public class DWP : MonoBehaviour { public static int zombiesdeaths; //private bool data = true; //private bool stergeKey = false; void Awake() { if(!PlayerPrefs.HasKey ("CurentMap")) { PlayerPrefs.SetInt ("CurentMap", 1); } zombiesdeaths = 9; Debug.Log ("Awake"); //if(stergeKey == true) // PlayerPrefs.DeleteAll (); } void OnMouseDown() { Debug.Log ("CLICK-UL MASII"); StartCoroutine ("Downwoods"); animation.Play ("testtouch"); } IEnumerator Downwoods() { yield return new WaitForSeconds (2); if(PlayerPrefs.GetInt("CurentMap")==1) { zombiesdeaths=9; } if(PlayerPrefs.GetInt("CurentMap")==2) { zombiesdeaths=9; } if(PlayerPrefs.GetInt("CurentMap")==3) { zombiesdeaths=9; } print ("ienumerator"); Application.LoadLevel("Map"+PlayerPrefs.GetInt("CurentMap").ToString()); } } And the Map1,Map2,Map3 Script function is the following: void Kill () { DWP.zombiesdeaths--; Debug.Log (DWP.zombiesdeaths ); if(DWP.zombiesdeaths<1) { //Time.timeScale = 0; Debug.Log("ADIO"); PlayerPrefs.SetInt("CurentMap",PlayerPrefs.GetInt("CurentMap")+1); Application.LoadLevel("MapScene"); } Destroy( gameObject ); }

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