Hey! I've been working with saving for a while now, and I've run into an issue. I know how to stop the issue, I just don't know how to code it.
I have upgrades in my game, and each upgrade should have it's own separate "isFirstUpgrade" int. I'll be saving these later, so I'm converting bools into ints that only use 0 and 1 (0 being true 1 being false). I don't know what I should do with this, any ideas? Here's the code
public int UnlockLevel;
public bool isUnlocked;
public Button ShopItem;
public Click click;
public ItemManager itemManager;
public ItemLevels itemLevels;
public bool FirstUpgrade = true;
// Use this for initialization
void Start () {
}
// Update is called once per frame
void Update () {
if (isUnlocked)
{
if(click.tobys >= itemManager.cost)
{
ShopItem.interactable = true;
}
else
{
ShopItem.interactable = false;
}
} else {
ShopItem.interactable = false;
}
if(UnlockLevel <= itemLevels.Level)
{
isUnlocked = true;
} else
{
isUnlocked = false;
}
}
public void OnClick()
{
if (FirstUpgrade)
{
itemLevels.AddLevel();
FirstUpgrade = false;
itemManager.PurchasedItem();
} else
{
itemManager.PurchasedItem();
}
}
Just a note that this script goes into each upgrade object.
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