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Whats the best way to save an enum state from scene to scene???
Hello, So I have a pretty straight foreword question. How can I save my speakerState from one scene to another? As of now, when I play one scene and mute the speaker, then go to my next scene the speaker in its normal speaker state. I know why it goes back, thanks not the problem, Im just trying to figure out how to save if the mute is pressed, then mute needs to be set in the next scene. I am just unsure of the best way to go about doing so.
enum speakerStates
{
speaker = 0,
speakerMute = 1,
reset = 2,
}
var speakerState : speakerStates = speakerStates.speaker;
var speakerMat : Material;
var speakerMuteMat : Material;
var soundVoleume : int;
function Update ()
{
AudioListener.volume = soundVoleume;
switch(speakerState)
{
case speakerStates.speaker:
renderer.material = speakerMat;
soundVoleume = 6;
break;
case speakerStates.speakerMute:
renderer.material = speakerMuteMat;
soundVoleume = 0;
break;
case speakerStates.reset:
speakerState = speakerStates.speaker;
break;
}
}
function OnMouseDown()
{
speakerState += 1;
}
Answer by yeoldesnake 1 · Jun 27, 2012 at 09:40 AM
You could use PlayerPrefs to store a value and then have your script read it at the beginning of each scene.
For example:
if(GUI.Button(Rect(0,0,40,40),"Save)){
PlayerPrefs.SetFloat("Volume",audioListener.volume);
}
And whenever you load the level:
audioListener.volume=PlayerPrefs.GetFloat("Volume");
PlayerPrefs is used to read from and write to the registry.
Thanks, it worked! I just used the PlayerPrefs.SetInt when I change states, then in the function start i called it up. Im not sure if its best way of going about it. but it works good for me. Thanks again
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