Reputation: 1
Im new in developing so need some help for my game! On my game I have 2 buttons one is "Play" and other "Level Select" I stuck at the "Play" button, need to make a script that is always loading the highest level that is unlocked, not current but highest. Here is the code that im using for level manager
public List<Button> levelButton;
public Sprite lockimage;
public bool delete;
private void Start()
{
int saveIndex = PlayerPrefs.GetInt("SaveIndex");
for (int i = 0; i < levelButton.Count; i++)
{
if (i <= saveIndex)
{
levelButton[i].interactable = true;
}
else
{
levelButton[i].interactable = false;
levelButton[i].GetComponent<Image>().sprite = lockimage;
}
}
}
public void LevelSelect()
{
int level = int.Parse(EventSystem.current.currentSelectedGameObject.name);
SceneManager.LoadScene(level);
}
public void PlayGame()
{
//code here
}
public void ResetGame()
{
PlayerPrefs.SetInt("SaveIndex", 0);
SceneManager.LoadScene(0);
}
public void DontResetGame()
{
SceneManager.LoadScene(0);
}
}
Upvotes: 0
Views: 71
Reputation: 51
SceneManager.LoadScene(PlayerPrefs.GetInt("SaveIndex"));
edit: adding some info/context.
I realized that you set level buttons interactivity on the start functions based on the int save_index value you get from PlayerPrefs.
From there, I assumed that you could load the level directly using that same value on the PlayGame function.
Do note that the code I wrote will throw an error, if the "SaveIndex" key is not yet on PlayerPrefs
Upvotes: 1