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Question by wenyi623 · Oct 31, 2021 at 01:29 AM · dictionary

How to access my saved appearance in dictionary from another scene

SOS... I am a novice and I create a menu for customizing the appearance of the characters. But I don't know how to use saved data in the dictionary for the character in the next scene. I've been trying for days not knowing how to use it...

public class CustomizationManager : MonoBehaviour { public static CustomizationManager instance; public enum AppearanceDetail { HEAD_MODEL, TIE_MODEL, CLOTH_MODEL, SKIN_COLOR } [SerializeField] public GameObject[] headModels; [SerializeField] public GameObject[] tieModels; [SerializeField] public Material[] clothModels; [SerializeField] public Material[] skinColors;

 [SerializeField] private Transform headAnchor;

 GameObject activeHead;
 GameObject activeTie;
 GameObject playerHead;
 GameObject playerTie;

 public Dictionary<AppearanceDetail, int> chosenAppearance;


 [SerializeField] private SkinnedMeshRenderer clothRenderer;
 [SerializeField] private SkinnedMeshRenderer skinRenderer;

 public int headIndex = 0;
 public int tieIndex = 0;
 public int clothIndex = 0;
 public int skinColorIndex = 0;
 public int id;
 void Awake()
 {
     if (instance == null)
     {
         instance = this;
     }
 }
 void Start()
 {
     Randomize();
 }
 public void Randomize()
 {
     ApplyModification(AppearanceDetail.HEAD_MODEL, Random.Range(0, headModels.Length));
     ApplyModification(AppearanceDetail.TIE_MODEL, Random.Range(0, tieModels.Length));
     ApplyModification(AppearanceDetail.CLOTH_MODEL, Random.Range(0, clothModels.Length));
     ApplyModification(AppearanceDetail.SKIN_COLOR, Random.Range(0, skinColors.Length));
 }

 public void HeadModelUp()
 {
     if (headIndex < headModels.Length - 1)
         headIndex++;
     else
         headIndex = 0;

     ApplyModification(AppearanceDetail.HEAD_MODEL, headIndex);
 }
 public void HeadModelDown()
 {
     if (headIndex > 0)
         headIndex--;
     else
         headIndex = headModels.Length - 1;

     ApplyModification(AppearanceDetail.HEAD_MODEL, headIndex);
 }

 public void TieModelUp()
 {
     if (tieIndex < tieModels.Length - 1)
         tieIndex++;
     else
         tieIndex = 0;

     ApplyModification(AppearanceDetail.TIE_MODEL, tieIndex);
 }
 public void TieModelDown()
 {
     if (tieIndex > 0)
         tieIndex--;
     else
         tieIndex = tieModels.Length - 1;

     ApplyModification(AppearanceDetail.TIE_MODEL, tieIndex);
 }

 public void ClothModelUp()
 {
     if (clothIndex < clothModels.Length - 1)
         clothIndex++;
     else
         clothIndex = 0;

     ApplyModification(AppearanceDetail.CLOTH_MODEL, clothIndex);
 }
 public void ClothModelDown()
 {
     if (clothIndex > 0)
         clothIndex--;
     else
         clothIndex = clothModels.Length - 1;

     ApplyModification(AppearanceDetail.CLOTH_MODEL, clothIndex);
 }


 public void SkincolorUp()
 {
     if (skinColorIndex < skinColors.Length - 1)
         skinColorIndex++;
     else
         skinColorIndex = 0;

     ApplyModification(AppearanceDetail.SKIN_COLOR, skinColorIndex);
 }
 public void SkincolorDown()
 {
     if (skinColorIndex > 0)
         skinColorIndex--;
     else
         skinColorIndex = skinColors.Length - 1;
     ApplyModification(AppearanceDetail.SKIN_COLOR, skinColorIndex);
 }
 public void ApplyModification(AppearanceDetail detail, int id)
 {
     switch (detail)
     {
         case AppearanceDetail.HEAD_MODEL:
             if (activeHead != null)
                 GameObject.Destroy(activeHead);
             activeHead = GameObject.Instantiate(headModels[id]);
             activeHead.transform.SetParent(headAnchor);
             activeHead.transform.ResetTransform();
             break;

         case AppearanceDetail.TIE_MODEL:
             if (activeTie != null)
                 GameObject.Destroy(activeTie);
             activeTie = GameObject.Instantiate(tieModels[id]);
             activeTie.transform.SetParent(headAnchor);
             activeTie.transform.ResetTransform();
             break;

         case AppearanceDetail.CLOTH_MODEL:
             clothRenderer.material = clothModels[id];
             break;

         case AppearanceDetail.SKIN_COLOR:
             skinRenderer.material = skinColors[id];
             break;
     }
 }
 public void SaveApperance()
 {
     chosenAppearance = new Dictionary<AppearanceDetail, int>();
     chosenAppearance.Add(AppearanceDetail.HEAD_MODEL, headIndex);
     chosenAppearance.Add(AppearanceDetail.TIE_MODEL, tieIndex);
     chosenAppearance.Add(AppearanceDetail.CLOTH_MODEL, clothIndex);
     chosenAppearance.Add(AppearanceDetail.SKIN_COLOR, skinColorIndex);
 }

}

screenshot-2021-10-30-124935.png (224.3 kB)
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