Wayback Machinekoobas.hobune.stream
May JUN Jul
Previous capture 13 Next capture
2021 2022 2023
1 capture
13 Jun 22 - 13 Jun 22
sparklines
Close Help
  • Products
  • Solutions
  • Made with Unity
  • Learning
  • Support & Services
  • Community
  • Asset Store
  • Get Unity

UNITY ACCOUNT

You need a Unity Account to shop in the Online and Asset Stores, participate in the Unity Community and manage your license portfolio. Login Create account
  • Blog
  • Forums
  • Answers
  • Evangelists
  • User Groups
  • Beta Program
  • Advisory Panel

Navigation

  • Home
  • Products
  • Solutions
  • Made with Unity
  • Learning
  • Support & Services
  • Community
    • Blog
    • Forums
    • Answers
    • Evangelists
    • User Groups
    • Beta Program
    • Advisory Panel

Unity account

You need a Unity Account to shop in the Online and Asset Stores, participate in the Unity Community and manage your license portfolio. Login Create account

Language

  • Chinese
  • Spanish
  • Japanese
  • Korean
  • Portuguese
  • Ask a question
  • Spaces
    • Default
    • Help Room
    • META
    • Moderators
    • Topics
    • Questions
    • Users
    • Badges
  • Home /
avatar image
0
Question by safak93 · Apr 26, 2015 at 05:02 PM · upgrades

Question about my Upgrade System with PlayerPrefs

Hi guys,

I have made an Upgrade System for my game with UI Buttons and so on. I try to save the buttons with PlayerPrefs to keep them deactivated if the player has activated/bought the upgrade. The problem right now is that I have many Upgrades and I think the way how I save them isn't good enough or rather to complicated.

Have you guys other or better solutions for this or how would you do it? The game is for mobile devices.

Here is the snippet script:

 using UnityEngine;
 using System.Collections;
 using UnityEngine.UI;
 
 public class UpgradeManager : MonoBehaviour {
     
     public Button speed1;
     public Button speed2;
     public GameObject lockedSpeed2;
     
     public Button fuel1;
     public Button fuel2;
     public GameObject lockedFuel2;
     
     private float speed;
     private float fuel;
     
     private float speedUpgrade;
     private float fuelUpgrade;
     
     void Awake ()
         {
             speedUpgrade = PlayerPrefs.GetInt ("SavedSpeedUpgrade");
             fuelUpgrade = PlayerPrefs.GetInt ("SavedFuelUpgrade");
         }
         
     void Start () {
         if ( speedUpgrade == 1)
             {
                 speed1.enabled = false;
                 speed2.enabled = true;
                 lockedSpeed2.SetActive(false);
             }
             
         if ( speedUpgrade == 2)
             {
                 speed1.enabled = false;
                 speed2.enabled = false;
                 lockedSpeed2.SetActive(false);
             }
             
         if ( fuelUpgrade == 1)
             {
                 fuel1.enabled = false;
                 fuel2.enabled = true;
                 lockedFuel2.SetActive(false);
             }
             
         if ( fuelUpgrade == 2)
             {
                 fuel1.enabled = false;
                 fuel2.enabled = false;
                 lockedFuel2.SetActive(false);
             }
     }
     
     //Speed Upgrade
     public void Speed1()
     {
         speed1.transition = Selectable.Transition.None;
         speed = 15;
         Debug.Log ("+15 Speed");
         PlayerPrefs.SetFloat ("Speed", speed);
         PlayerPrefs.SetInt("SavedSpeedUpgrade", 1);
         lockedSpeed2.SetActive(false);
         speed1.enabled = false;
     }
     public void Speed2()
     {
         speed2.transition = Selectable.Transition.None;
         speed = 20;
         Debug.Log ("+20 Speed");
         PlayerPrefs.SetFloat ("Speed", speed);
         PlayerPrefs.SetInt("SavedSpeedUpgrade", 2);
         speed2.enabled = false;
     }
     
     //Fuel Upgrade
     public void Fuel1()
     {
         fuel1.transition = Selectable.Transition.None;
         fuel = 5;
         Debug.Log ("+5 Fuel");
         PlayerPrefs.SetFloat ("Fuel", fuel);
         PlayerPrefs.SetInt("SavedFuelUpgrade", 1);
         lockedFuel2.SetActive(false);
         fuel1.enabled = false;
     }
     public void Fuel2()
     {
         fuel2.transition = Selectable.Transition.None;
         fuel = 10;
         Debug.Log ("+10 Fuel");
         PlayerPrefs.SetFloat ("Fuel", fuel);
         PlayerPrefs.SetInt("SavedFuelUpgrade", 2);
         fuel2.enabled = false;
     }    
 }
Comment
Add comment
10 |3000 characters needed characters left characters exceeded
▼
  • Viewable by all users
  • Viewable by moderators
  • Viewable by moderators and the original poster
  • Advanced visibility
Viewable by all users

0 Replies

· Add your reply
  • Sort: 

Your answer

Hint: You can notify a user about this post by typing @username

Up to 2 attachments (including images) can be used with a maximum of 524.3 kB each and 1.0 MB total.

Follow this Question

Answers Answers and Comments

19 People are following this question.

avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image

Related Questions

Does upgrading from 4.2.2 to 4.3 require new ios asset bundles? 1 Answer

Upgrade system with multiple characters 1 Answer

Unity 4.2 -> 4.3 with oculus pro trial 0 Answers

I don't really know what the question is here... 1 Answer

skin error in unity 4.3 0 Answers


Enterprise
Social Q&A

Social
Subscribe on YouTube social-youtube Follow on LinkedIn social-linkedin Follow on Twitter social-twitter Follow on Facebook social-facebook Follow on Instagram social-instagram

Footer

  • Purchase
    • Products
    • Subscription
    • Asset Store
    • Unity Gear
    • Resellers
  • Education
    • Students
    • Educators
    • Certification
    • Learn
    • Center of Excellence
  • Download
    • Unity
    • Beta Program
  • Unity Labs
    • Labs
    • Publications
  • Resources
    • Learn platform
    • Community
    • Documentation
    • Unity QA
    • FAQ
    • Services Status
    • Connect
  • About Unity
    • About Us
    • Blog
    • Events
    • Careers
    • Contact
    • Press
    • Partners
    • Affiliates
    • Security
Copyright © 2020 Unity Technologies
  • Legal
  • Privacy Policy
  • Cookies
  • Do Not Sell My Personal Information
  • Cookies Settings
"Unity", Unity logos, and other Unity trademarks are trademarks or registered trademarks of Unity Technologies or its affiliates in the U.S. and elsewhere (more info here). Other names or brands are trademarks of their respective owners.
  • Anonymous
  • Sign in
  • Create
  • Ask a question
  • Spaces
  • Default
  • Help Room
  • META
  • Moderators
  • Explore
  • Topics
  • Questions
  • Users
  • Badges