I want to save the active and inactive states of each individual game object using PlayerPrefs, because when rebooting, all state data is reset. I do not know what to do, help me!
public GameObject GiveButton1;
public GameObject GiveButton2;
public GameObject GiveButton3;
public GameObject GiveButton4;
public GameObject GiveButton5;
public GameObject GiveButton6;
public GameObject GiveButton7;
public GameObject GiveText1;
public GameObject GiveText2;
public GameObject GiveText3;
public GameObject GiveText4;
public GameObject GiveText5;
public GameObject GiveText6;
public GameObject GiveText7;
public GameObject TaskingText1;
public GameObject TaskingText2;
public GameObject TaskingText3;
public GameObject TaskingText4;
public GameObject TaskingText5;
public GameObject TaskingText6;
public GameObject TaskingText7;
public void GiveTask()
{
if(MatchText.Match >= 2)
{
GiveText1.SetActive(false);
TaskingText1.SetActive(true);
Destroy(GiveButton1);
CoinText.Coin += 5;
PlayerPrefs.SetInt("Coins", CoinText.Coin);
PlayerPrefs.Save();
}
}
public void GiveTask2()
{
if(MatchText.Match >= 4)
{
GiveText2.SetActive(false);
TaskingText2.SetActive(true);
Destroy(GiveButton2);
CoinText.Coin += 10;
PlayerPrefs.SetInt("Coins", CoinText.Coin);
PlayerPrefs.Save();
}
}
public void GiveTask3()
{
if(MatchText.Match >= 6)
{
GiveText3.SetActive(false);
TaskingText3.SetActive(true);
Destroy(GiveButton3);
CoinText.Coin += 10;
PlayerPrefs.SetInt("Coins", CoinText.Coin);
PlayerPrefs.Save();
}
}
public void GiveTask4()
{
if(MatchText.Match >= 8)
{
GiveText4.SetActive(false);
TaskingText4.SetActive(true);
Destroy(GiveButton4);
CoinText.Coin += 15;
PlayerPrefs.SetInt("Coins", CoinText.Coin);
PlayerPrefs.Save();
}
}
public void GiveTask5()
{
if(MatchText.Match >= 10)
{
GiveText5.SetActive(false);
TaskingText5.SetActive(true);
Destroy(GiveButton5);
DiamondText.Diamond += 10;
PlayerPrefs.SetInt("Diamonds", DiamondText.Diamond);
PlayerPrefs.Save();
}
}
public void GiveTask6()
{
if(MatchText.Match >= 12)
{
GiveText6.SetActive(false);
TaskingText6.SetActive(true);
Destroy(GiveButton6);
CoinText.Coin += 20;
PlayerPrefs.SetInt("Coins", CoinText.Coin);
PlayerPrefs.Save();
}
}
public void GiveTask7()
{
if(MatchText.Match >= 16)
{
GiveText7.SetActive(false);
TaskingText7.SetActive(true);
Destroy(GiveButton7);
CoinText.Coin += 30;
PlayerPrefs.SetInt("Coins", CoinText.Coin);
PlayerPrefs.Save();
}
}