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Checkpoint with PlayerPrefs
I'm planning to make the Checkpoint with PlayerPrefs. Could it work ? and how to make it When you load from menu scene or the player has died, it will check / load your last progress (died enemies, collected potions, where are you now / last checkpoint and other stuffs to save) with PlayerPrefs.GetInt? and when you exit this game, it will save all your progress.
i really puzzled with this script. Please help me. thanks
here's my checkpoint script
var initCheckPoint : Checkpoint;
var checkPointState : int = 0;
var sfx : AudioClip;
static var currentCheckPoint : Checkpoint;
private var emitterActive : ParticleEmitter;
private var emitterInactive : ParticleEmitter;
private var hint : GameObject;
function Start(){
checkPointState = 0; // i should use PlayerPrefs.GetInt("lv1");
hint = GameObject.Find("Text");
currentCheckPoint = initCheckPoint;
if (currentCheckPoint == this) Activate();
}
function OnTriggerEnter(col:Collider){
if(col.gameObject.tag == "Player" && currentCheckPoint != this){
currentCheckPoint.Deactivate();
currentCheckPoint = this;
Activate();
}
}
function Activate(){
emitterActive.emit = true;
emitterInactive.emit = false;
ShowHint();
}
function Deactivate(){
emitterActive.emit = false;
emitterInactive.emit = true;
}
function ShowHint(){
hint.guiText.enabled = true;
hint.guiText.text = "CheckPoint Reached";
yield new WaitForSeconds (3.0);
hint.guiText.material.color = Color.white;
yield;
hint.guiText.enabled = false;
}
You should be able to store variables using PlayerPrefs.SetInt . I believe you can also save variables as strings but not entirely sure.. Anyway you can save all your potions and checkpoint progress in variables and get them when you start the game with PlayerPrefs.GetInt It should be pretty simple really ;)
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