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This question was closed Mar 03, 2018 at 07:13 PM by minecraft101_unity.
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Question by minecraft101_unity · Mar 03, 2018 at 05:44 PM · androidplayerprefssave

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avatar image minecraft101_unity · Mar 03, 2018 at 05:46 PM 0
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I get no errors btw!

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Answer by Chik3r · Mar 03, 2018 at 06:20 PM

Your code but working:

 using System.Collections; 
 using System.Collections.Generic; 
 using UnityEngine; 
 using UnityEngine.UI;
 
 public class ItemManager : MonoBehaviour {
 
  public Click click;
  public Text itemInfo;
  public float price;
  public int tick;
  public int count;
  public string itemName;
  private float basePrice;
  // Use this for initialization
  void Awake()
  {
      count = PlayerPrefs.GetInt("count", count);
      price = PlayerPrefs.GetFloat("price", price);
      tick = PlayerPrefs.GetInt("tick", tick);      
  }
    
  // Update is called once per frame
  void Update()
  {
      itemInfo.text = itemName + "\nPrice: " + price + "\n Money:" + tick + "/s";
  }
 
 void OnApplicationQuit()
 { // To save when the game stops playing
      PlayerPrefs.SetInt("count" , count);
      PlayerPrefs.SetFloat("price", price);
      PlayerPrefs.SetInt("tick", tick);
 }
 
  public void PurchasedItem()
  {
      if (click.money >= price)
      {
          click.money -= price;
          count++;
          price = Mathf.Round(basePrice * Mathf.Pow(1.15f, count));
      }
  }
 }
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avatar image minecraft101_unity · Mar 03, 2018 at 06:42 PM 0
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Nope its not working plus wrong code

avatar image Chik3r minecraft101_unity · Mar 03, 2018 at 07:07 PM 0
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What do you mean "wrong code"?

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