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Question by raqbiel · Jul 31, 2016 at 10:32 AM · c#playerprefsvaluesprefs

Playerprefs value

Hello i have one problem with my code. im Making game with levels 1,2,3 etc. When i finished 1 level i set playerprefs on 2 and delete the image lock from 2 level. When i finish the level 2 set playerprefs on 3 and level 3 is available. 3 levels are available and i when to play level 1 again and finish playerprefs set again on 2 and lock my 3 level. itts any way to save the higest value from playerprefs? Sory for my bad english

Here is code:

 void Start () {
 
     if(PlayerPrefs.GetInt("NewLevel2Save") == 2)
     {

         GameObject.Find("lock2").GetComponent<Image>().enabled = false;


     }

     if(PlayerPrefs.GetInt("NewLevel2Save") == 3)
     {


         GameObject.Find("lock2").GetComponent<Image>().enabled = false;
         GameObject.Find("lock3").GetComponent<Image>().enabled = false;
         PlayerPrefs.Save ();
     }


 }

alt text

Thanks for help :)

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Answer by MrReynevan2 · Jul 31, 2016 at 11:56 AM

@raqbiel On the script where you save the level number add an additional if:

 if(PlayerPrefs.GetInt("Level2Save") < currentlyFinished) // check if the current lock is lesser than what you're playing right now
     //If so, do the save.

That should prevent re-locking higher levels.

The only thing is, PlayerPrefs aren't the safest way to store game progression data, unless you add some kind of checksum.

Edit:

You may also want to change your Start() method of the script above to something like this:

  void Start () {
      var _lock = PlayerPrefs.GetInt("NewLevel2Save");
      for(int i = _lock; i > 1; i--)
         GameObject.Find("lock"+i).GetComponent<Image>().enabled = false;
  }

Or better yet, store a refence to these Images somewhere and just access them.

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avatar image raqbiel · Jul 31, 2016 at 12:33 PM 0
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@$$anonymous$$rReynevan2 you are the best!! thanks for your answer:) now working nice :D

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