I want to save the active state of each individual gameobject so when you reload, the ones you collected won't be there anymore. My code :
public class PlayerController : MonoBehaviour {
public LevelManager levelManager;
public GameObject[] stardust; //array of stardust in level
public int isActive; //variable for amount of stardust collected
void Start()
{
isActive = PlayerPrefs.GetInt("stardust");
active();
}
void OnTriggerEnter(Collider other)
{
//Stardust
if (other.gameObject.CompareTag("stardust"))
{
isActive = 1;
PlayerPrefs.SetInt("stardust", isActive);
active();
//other.gameObject.SetActive(false);
levelManager.score++;
levelManager.setScoreText();
audioSource.Play();
PlayerPrefs.SetInt("score", levelManager.score);
}
}
void active()
{
if (isActive == 0) //if none are collected
{
for (int i = 0; i < stardust.Length; i++)
{
stardust[i].SetActive(true); //make all visible
}
}
if (isActive == 1) //first one collected
{
stardust[0].SetActive(false);
stardust[1].SetActive(false);
stardust[2].SetActive(false);
}
}
}
As you can see it sets all of the objects to inactive, how do I check for each one individually ?
I am using a single key in playerprefs for all stardust. Should I rather set a key for each stardust ?
I tried comparing each one by tag, under EventTrigger, with each their own method checking each and setting Active individually to no success