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Question by Alter · Mar 05, 2013 at 11:14 AM · c#playerprefsleveling

Leveling UP/ Experience system using PlayerPrefs

Heya guys, I almost have an idea on getting an experience system down using PlayerPrefs. Only trying to figure out how I would apply it to multiple characters not just the one.

I have it set as each time I kill an enemy I gain 10 exp, but unsure on how to make it not affect a separate character that starts on level 1.

         int experience = PlayerPrefs.GetInt("Experience", exp);
         void Update()
     {
         if(enemyHeath =< 1)
         {   
         PlayerPrefs.SetInt("Experience",PlayerPrefs.GetInt("Experience")+10);
         }
     
     if (PlayerPrefs.GetInt("Experience") > 500)
     
        {
           PlayerPrefs.SetInt("SavedLevelUp1", 500);
        }


Any idea please help and thank you in advance.

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Answer by Statement · Mar 06, 2013 at 02:47 PM

Hi, while it can be used for arbitrary storage, it isn't really intended for savegame features as it is limited and very simple.

From docs:

Stores and accesses player preferences between game sessions.

Anyhow, if you still want to go on with it, I presume your issue is that you don't know how to store experience for player 1 and for player 2 and so on..

You could have

 // How many players exist here?
 int numPlayers = PlayerPrefs.GetInt("NumberOfPlayer", 0);
 // Select which player should play (or possibly create a new one)
 int player = SelectAPlayerToPlayWith(numPlayers);

 // Get the player specific pref keys
 string keyExperience = string.Format("Player{0}.Experience", player);
 string keySavedLevelUp1 = string.Format("Player{0}.SavedLevelUp1", player);

 // ... your existing code with some modifications
 int experience = PlayerPrefs.GetInt(playerExperience, exp);
 void Update()
 {
     if(enemyHeath =< 1)
         PlayerPrefs.SetInt(keyExperience, PlayerPrefs.GetInt(keyExperience) + 10);
     if (PlayerPrefs.GetInt(keyExperience) > 500)
         PlayerPrefs.SetInt(keySavedLevelUp1, 500);
 
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avatar image Alter · Mar 07, 2013 at 11:58 AM 0
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Cheers, Statement. It's not so much as a player(s) but characters themselves, in the game I'm designing there is 9 unlock-able characters. So that being said would that apply for the "NumberOfPlayer"? sorry guys, I'm trying to get my head around it but it's still not clicking as fast as I want it too.

An Idea that came to my head was that, since each character has a different weapon I was thinking of something like:

      if(other.gameObject.tag =="Sword")
             {
                 PlayerPrefs.SetInt("$$anonymous$$nightExperience" + 10);
                 Debug.Log("Gain 10exp");
                 //
     
             }
 
      if(other.gameObject.tag =="Dagger")
             {
                 PlayerPrefs.SetInt("RogueExperience" + 10);
                 Debug.Log("Gain 10exp");
                 //
     
             }

Then apply this script to each character with a 'prefs' script with;

 knightLevelReached = PlayerPrefs.GetInt("$$anonymous$$nightExperience");
 
 public int knightLevelReached = 0;
 
 void Update()
 {
 if(knightLevelReached > 100)
 {
    Debug.Log("Reached Level 2")
 }
 }

Any thoughts?

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Answer by poncho · Mar 05, 2013 at 03:19 PM

Use a variable to Have your level, "PlayerLevel", and use a math formula to have the experience required per level, 1st level 10exp, 2nd level 25exp, 3rd lvl 45 exp, etc..., so now your experience validation would be

 if(experience > ExperienceOnLevel(Playerprefs.GetInt(PlayerLevel)))
 {
 //add a level to playerlevel, and add stats according to it
 }

good luck and happy coding

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avatar image Alter · Mar 06, 2013 at 01:14 PM 0
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Thank you for the reply. But I'm not sure if I understand this, but pretty much just replace the exp code with what you have given me? Also how would this work on separate characters? Sorry, I'm new to program$$anonymous$$g and have just been working on level unlocks which effects the whole game and the same with coins collected. ^^

avatar image poncho · Mar 06, 2013 at 02:15 PM 0
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no, use the logic of having Independent variable for your characters, PlayerLevel1, PlayerLevel2,... and also having ExpPlayer1, ExpPlayer2,... the ExperienceOnLevel $$anonymous$$ethod, should return your calculated exp per level that in case your experience is above that amount, then your player will get a levelup, for the new in program$$anonymous$$g, i would recommend, c# for dummies, GREAT book to learn from start. happy coding

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