Game Development Reference
In-Depth Information
PlayerPrefs.SetInt("PlayerTotalGold", 0);
PlayerPrefs.SetInt("PlayerCurrentGold", 0);
PlayerPrefs.SetInt("PlayerGoldSpent", 0);
PlayerPrefs.SetInt("PlayerLevel", 0);
PlayerPrefs.SetInt("PlayerRoundsWon", 0);
PlayerPrefs.SetInt("PlayerRoundsLost", 0);
PlayerPrefs.SetFloat("PlayerKDR", 0.00f);
PlayerPrefs.SetFloat("PlayerWLR", 0.00f);
PlayerPrefs.SetFloat("PlayerTimePlayed",
0.00f);
PlayerPrefs.Save();
}
What this function does is set each PlayerPref value to its base value. When they
are all reset, we call a native Save function within PlayerPrefs to save our new
values.
Saving all of our prefs
The next function that we will create will allow us to save all of our PlayerPrefs
values. This will be done in a similar way to how we reset all PlayerPrefs . Let's
add this new function now:
void SaveAllPrefs()
{
PlayerPrefs.SetInt("PlayerKills", pKills);
PlayerPrefs.SetInt("PlayerDeaths", pDeaths);
PlayerPrefs.SetInt("PlayerTotalGold",
pTotalGold);
PlayerPrefs.SetInt("PlayerCurrentGold",
pCurrentGold);
PlayerPrefs.SetInt("PlayerGoldSpent",
pGoldSpent);
PlayerPrefs.SetInt("PlayerLevel", pLevel);
PlayerPrefs.SetInt("PlayerRoundsWon",
pRoundsWon);
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