How to make a Save System for Multiple Saves

Hello, I’m a super beginner to Unity, I was following a tutorial on making an app and I’ve been able to save with this script

using System.Collections;
    using System.Collections.Generic;
    using UnityEngine;
    using UnityEngine.UI;
    
    public class SaveControl : MonoBehaviour
    {
    
        public string theText;
        public string theName;
        public GameObject ourNote;
        public GameObject namePlaceHolder;
        public GameObject placeHolder;
        public GameObject saveAnim;
        public string customName;
    
        void Start()
        {
            theText = PlayerPrefs.GetString("NoteContents");
            placeHolder.GetComponent<InputField>().text = theText;
            namePlaceHolder.GetComponent<InputField>().text = theText;
            string customName = theName;
        }
    
        public void SaveNote()
        {
        theText = ourNote.GetComponent<Text>().text;
        customName = theName.Getcomponent<Text>().text;
        PlayerPrefs.SetString("NoteContents", theText);
        PlayerPrefs.SetString("theName", customName);
            StartCoroutine(SaveTextRoll());
        }
    
        IEnumerator SaveTextRoll(){
    
            saveAnim.GetComponent<Animator>().Play("SavedAnim");
            yield return new WaitForSeconds(1);
            saveAnim.GetComponent<Animator>().Play("New State");
    
        }
    
     
    }

I am trying to get it to save a new save as a button, named customName(Whatever the user inputs), and would like it to add a new button to the menu, which this name as the text every time I save. How would I go about this?

Thanks in advance

Edit: Well, no one answered me here haha, but for those looking for an answer to this, I really just made several load buttons, attached a string called num to them, numbered each button in the inspector. Instead of saving it as “NoteContents” I simply saved it as the num string, and whenever I clicked the load button, it loads the respective string by putting the num variable in the GetString, again instead of NoteContents.

Here’s my new script for reference, it’s not the prettiest but, hope it helps someone out, it also contains how to make a custom name.

using System.Collections;
using System.Collections.Generic;
using UnityEngine;
using UnityEngine.UI;

public class SaveControl : MonoBehaviour
{
    public GameObject ourNote;
    public InputField namePlaceHolder;
    public InputField placeHolder;
    public GameObject customName;
    public string noteSaves;
    public string theText;
    public Text titleText;
    public string noteName;
    public Transform[] buttons;
    public int number;

    public void NameBoy()
    {
       foreach (Transform t in buttons)
        {
            string num = t.name;
           // num = data.Split(new string[] { "loadbutton" }, StringSplitOptions.None)[1];
            string val = PlayerPrefs.GetString(num, noteName);  
            t.GetChild(0);
            t.GetChild(0).GetComponent<Text>();
            if(val != ""){
                t.GetChild(0).GetComponent<Text>().text = val;
            }
            
        }
    }
    public void Start()
    {
        NameBoy();
    }
    public void LoadButton(string num)
    {
        noteSaves = num;
        string noteContent = PlayerPrefs.GetString(noteSaves, theText);
        string customName = PlayerPrefs.GetString("loadbutton" + num, noteName);
        placeHolder.text = (noteContent);
        print(customName);
        if(customName != ""){
            titleText.GetComponent<Text>().text = customName;
        }
        else
        {
            titleText.GetComponent<Text>().text = "My Note";
        }
    }

    public void YesButton()
    {
  
        {
            namePanel.SetActive(true);
            namePlaceHolder.text = titleText.text;
        }
    }
    public void OkayButton()
    {
        theText = placeHolder.text;
        string noteName = customName.GetComponent<Text>().text;
        PlayerPrefs.SetString(noteSaves, theText);
        PlayerPrefs.SetString("loadbutton" + noteSaves, noteName);
        theText = "";
        namePlaceHolder.text = "";
        NameBoy();
    }
}