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Hello, guys.

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It's time to talk about saving system.

3
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We basically have almost all the functionality in the game.

4
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We only need to save coins we have so we can use them and shop on the next run.

5
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So we need to make saving system.

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We need to make a loading system and we need to make a shop functional.

7
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All right.

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And then we can jump to sounds and polish and with the post processing and we are done.

9
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Yeah.

10
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So let's begin how saving system going to work.

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First I want to make folder that I'm going to call UI and I'll take these two scripts, put it in the

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UI and then I'm going to drag this UI to the scripts folder.

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So let's go to game manager and talk about saving system.

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We're going to use player preps.

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It's very possible that you've seen this before and you use this before, but if you didn't, don't

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worry.

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It's pretty simple to understand.

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I'm going to explain it right now and it will take only a couple of minutes.

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I'm going to create private void function let I'm going to just call save for now.

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I'm not going to do anything else here.

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So player reps this would be going to use.

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Player press allows you to save info on the device and upload info from the device as well.

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You can save only three type of variables.

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You can save integer so you type set int write, then you give it a name.

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For example, we save in coins, we have total amount of coins, so I'm going to type total amount of

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coins.

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Name should be very understandable, super clear and understandable and it should be same every time.

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After a comma you can pass a value.

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For example, we want to save amount of coins.

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We have coins.

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Wait a second.

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Coins.

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And to get this information, we need to use player proofs again, but a bit differently.

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Let's go and create, start function.

35
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And in the start I'm going to do player preps.

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Get int with a name.

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And actually I don't really like this long name because we're not going to have lots of variables to

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save.

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We can just type here coins and it's going to be fine.

40
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So coins it.

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Now as I said in the start, we say get int coins and that's it.

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You would get the amount of coins you have.

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But if you just write a line of code like that, it's going to give you nothing.

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So we can do debug.

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For example, we can see it in the console.

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Now we need to call this save function from somewhere somehow and I offer you to do that in the player

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when he dies.

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Let's go to our day care routine and over here before we restart level, let's do game manager that

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instance Dot.

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Save.

51
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I guess it's not public.

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Well, let's make it public.

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Ock now in the player dot save.

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All right, now I'm going to collect some coins, and then I'm going to die.

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To have eight coins.

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I'm dying.

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Game is restarted and in the console we can see number eight, which is cool, which is what we need.

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So we save the info about eight coins.

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Now if I'll exit my play mode and I'll enter play mode again, I'm sure they're going to be number eight.

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Eight.

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Very good, right?

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Now you can clear all of the information you saved before by going to edit.

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Clear all player briefs.

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Let's do this now.

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If I'll start my game, it's going to be zero.

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Yeah.

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Now, sometimes you need to put some information in case the value is zero, in case there is nothing

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saved with this name.

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What you can do is to put comma inside and give it a default value.

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For example, I'll put just five.

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Let's go back.

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I'm going to clean it all.

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And you can see number is five.

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Now, I'm going to go fill up the volume with something.

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I'm going to collect some coins.

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And I had six coins and died, and now I have number six.

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Pretty simple, right?

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Now, I told you, you can save only three types of variables.

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It could be integer, it can be a player.

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Press set float.

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And it can be.

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String player.

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Press dot.

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Set String.

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With this method, you cannot do anything else.

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Integer, float and string.

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But it doesn't mean you cannot save info that you need.

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For example, you want to save position or you want to save color that you purchased.

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Just for example.

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All right.

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Let's imagine we want to save color we purchased.

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And let's imagine this color is white.

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Just to not make it complicated for us.

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Now, how you would save a color, basically you need to do color are for red.

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Then you pass it a value.

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It's going to be one.

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Then player, press set, float color green, then you pass it a value, then player press set float.

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Color blue.

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You posit the value, and I'm going to use one just to make white color.

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And as of alpha, we're not going to call it.

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We're going to use default value.

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Then in the start, let's do this.

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We're going to get access to the player component.

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S.R.

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So let's do a Sprite renderer.

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S r equals to player don't get component of sprite renderer and then we get the color.

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How are we going to get it?

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Very simple color.

109
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New color equals to new color.

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You see we need red, green, blue and alpha for red.

111
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I'm going to do layer preps, get float.

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Oh.

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Color are, then when you do a green one, let's do this Layer preps, get float color g, then player

114
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press get float color B and for the alpha weight it should be a parentheses here.

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Yeah.

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And for the alpha we can use default value, as I said before, because we don't want this color to

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be transparent.

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We always want it to be visible, but we have no point of saving.

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Just a number one.

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We could put a number one here or we could do this player press just in case we want to save Alpha,

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but not always.

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We can do get float color A and just in case there is no saved value, we're going to pass one just

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like that.

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Then parentheses and close it.

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And I did it like this.

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So it's easier to read.

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But actually it can be just one line of code, very long line.

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All right.

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So this is the saved color we have now.

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Let's go back.

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I'm going to change color of the player to something different, for example.

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Blue like this.

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Look, Red, green, blue and alpha is different.

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I'm going to go and die.

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Now.

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Color was saved.

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But it didn't work.

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Wait a second.

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Oh, yeah.

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We did not assign it.

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We just got the color as color equals to new color.

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But now, because value isn't saved yet, we passed 000.

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So we have black color of the player.

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But if I'll go and die, my info are going to be saved and I'm going to save it to a white color.

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Just let me find a drop.

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Whereas the trop one boy.

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Hear this.

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Why did I die like that?

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I should have extra life.

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Oh, I guess I know.

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Okay, we'll fix that in the Polish stage.

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Let's focus on color.

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Yeah.

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As you can see, I got white color.

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Exactly the color we saved before.

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Cool.

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Now we have the functionality, and now we have a bit of understanding on how it works.

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Let's modify these functions just a bit to save info on color.

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Let's save info on coins and score as well.

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Okay, let's do this.

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Yeah, let's organize this code a bit.

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So what we're going to do here is to I can delete debug, let's delete debug.

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We need the sprite renderer of the player.

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We need a new color of course, and we need to set color to a new one.

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And we're going to change the name of this function from start to load load color.

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Now let's make a safe color function, which is going to be also easy to do public void, save color.

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And we need to pass values here.

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We need to pass float our float G and float B, and inside I can basically.

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Take gold from here.

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Cut it out, paste it in.

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And instead of values, I'm going to pass our.

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G.

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B.

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Now pay attention here.

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We save in only one color, and I want to use it for saying color for player.

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So if you want to save color for a platform, you would need to create another function with another

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variables of r.g.

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B, you would maybe have to modify a name by just a bit to something like platform color, for example.

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Yeah, but I want to use it only for player.

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For now it's enough.

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So we save color through this.

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We load color through this.

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Now we need to save amount of coins.

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And before we save amount of coins, we need to get the amount of coins saved already.

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How are we going to do this?

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We're going to do int saved coins equals to layer press.

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Get int of coins.

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That's enough.

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Now let's save those coins we're going to do.

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Press set int.

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Yeah, we're going to type here.

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Saved coins, the value we had before.

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Plus coins we collected in this game.

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Right?

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These coins.

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So.

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Plus coins.

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And that's it.

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Now, next time you upload, you're going to have summary of those saved coins before plus new coins,

200
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and you have a new amount of total coins.

201
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Let's rename this to save info.

202
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Yeah, this is better.

203
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Now let's save info.

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First we need float of the last score.

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Last score equals to player press.

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Get float last score.

207
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First we need to save info on the score.

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How we want to calculate the score is a different question.

209
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What I want to do is just to multiply coins by distance run.

210
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So it's going to be float score equals two.

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Distance multiplied by coins.

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Weight added me spell that distance multiplied by coins.

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Then we're going to save it.

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Player press said.

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Float off last score to score.

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And then we also want to save high score.

217
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What we're going to do is a simple check.

218
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If player preps get float high score is less than score means new score.

219
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Then then player preps set lot of high score to a new one.

220
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New value score.

221
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Very simple.

222
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You got What are we doing here?

223
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We're checking if high score is less than new score.

224
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And if new score is bigger, then we set high score to a new score.

225
00:11:33,000 --> 00:11:35,000
Very simple stuff.

226
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Much, much, much easier than what we did before with generation of platforms and parallax background

227
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and let's climb.

228
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Yeah, now we save in the info when we need to upload the info.

229
00:11:47,000 --> 00:11:50,000
Of course we need to do it at the beginning of the game.

230
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I want to upload color and if you want to upload the color you can upload the color.

231
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You can just go to awake and type here load color.

232
00:11:59,000 --> 00:12:01,000
Personally for my version of this game.

233
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I will not save color of the player that he purchased.

234
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I will not load the color I want player to burn the money.

235
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I want him to collect coins.

236
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I want him to purchase color for a new run.

237
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When he dies, he loses his color, his mistake, his problem.

238
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In this way we have circulation of the money.

239
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Yeah, but if you want, you can just keep it here, load color, but I'll comment it out.

240
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Now, regarding the score info, let's go to UI main.

241
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You.

242
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I mean, over here.

243
00:12:33,000 --> 00:12:42,000
And we need to get access to two variables serialize field, private text mesh, pro gooey, which is

244
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last score.

245
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Text one more.

246
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Highest court text and one more private text match pro cui coin's text.

247
00:12:54,000 --> 00:12:59,000
We could upload last score and high score just once and the start.

248
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But regarding the coins, we need to do it regularly.

249
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We need to do it again and again.

250
00:13:04,000 --> 00:13:09,000
For example, if you uploaded the game, you have some amount of coins, you went to the shop, you

251
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spend coins, then you're going back to menu.

252
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You need to see new amount of coins.

253
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We could do it in different places.

254
00:13:15,000 --> 00:13:18,000
I offer to do it in the switch UI.

255
00:13:18,000 --> 00:13:19,000
Let's just do this.

256
00:13:20,000 --> 00:13:30,000
Coins text the text equals to layer press, get int of coins, get int of coins and we need to do two

257
00:13:30,000 --> 00:13:37,000
string if you remember because this is a number to string with format of one comma.

258
00:13:39,000 --> 00:13:40,000
And in the start.

259
00:13:42,000 --> 00:13:44,000
Last score text.

260
00:13:44,000 --> 00:13:46,000
That text equals two.

261
00:13:46,000 --> 00:13:47,000
And what was that?

262
00:13:47,000 --> 00:13:48,000
Let's go and check that.

263
00:13:50,000 --> 00:13:51,000
Last score.

264
00:13:51,000 --> 00:13:57,000
Let's just copy this, paste it in and change this from set to get and remove this.

265
00:13:57,000 --> 00:13:59,000
And same for the high score.

266
00:14:00,000 --> 00:14:01,000
High score.

267
00:14:02,000 --> 00:14:04,000
This would be a high score.

268
00:14:05,000 --> 00:14:07,000
Now we need to fix this mistake here.

269
00:14:07,000 --> 00:14:08,000
And that is simple.

270
00:14:08,000 --> 00:14:11,000
Just do it to string with the format.

271
00:14:11,000 --> 00:14:13,000
And same for the next one.

272
00:14:17,000 --> 00:14:19,000
Now we have the functionality.

273
00:14:19,000 --> 00:14:24,000
We only need to decide when we save in the game, Right.

274
00:14:24,000 --> 00:14:29,000
And I think we need to do this whenever you do restart of the game.

275
00:14:29,000 --> 00:14:31,000
So let's change this call by just a bit.

276
00:14:31,000 --> 00:14:34,000
I'm going to put curly brackets here and here.

277
00:14:34,000 --> 00:14:36,000
Delete the return sign.

278
00:14:36,000 --> 00:14:38,000
Press Enter, enter, enter.

279
00:14:38,000 --> 00:14:43,000
And before we upload scene, we're going to do save info.

280
00:14:44,000 --> 00:14:50,000
So now, no matter when, no matter how, no matter why we restarted the level, we're going to save

281
00:14:50,000 --> 00:14:50,000
info.

282
00:14:51,000 --> 00:14:53,000
Now we can go to player and delete this.

283
00:14:53,000 --> 00:14:55,000
Save info from here.

284
00:15:00,000 --> 00:15:00,000
Let's go in.

285
00:15:00,000 --> 00:15:02,000
Double check that zone.

286
00:15:05,000 --> 00:15:09,000
Yeah, we do restart level here and if you go inside, it's going to save info as well.

287
00:15:10,000 --> 00:15:10,000
Very cool.

288
00:15:10,000 --> 00:15:12,000
Very simple, very easy.

289
00:15:12,000 --> 00:15:16,000
Regarding saving color and change the amount of money in the bank when you're buying something, We're

290
00:15:16,000 --> 00:15:21,000
going to do it in the next video when we finalize shop functionality.

291
00:15:21,000 --> 00:15:22,000
Yeah, let's go and do that.

292
00:15:22,000 --> 00:15:25,000
And now wait, let's double check it first.

293
00:15:27,000 --> 00:15:29,000
You see, we need to assign values.

294
00:15:29,000 --> 00:15:31,000
And I already thought of one mistake.

295
00:15:31,000 --> 00:15:32,000
I did.

296
00:15:32,000 --> 00:15:34,000
First, let's go, Canvas.

297
00:15:36,000 --> 00:15:37,000
General info.

298
00:15:37,000 --> 00:15:39,000
I want to change this to info bar.

299
00:15:39,000 --> 00:15:40,000
Info bar.

300
00:15:41,000 --> 00:15:47,000
Now canvas last score, best score coins.

301
00:15:47,000 --> 00:15:50,000
And I guess now it's going to be empty.

302
00:15:50,000 --> 00:15:53,000
If there is nothing, which is not cool.

303
00:15:57,000 --> 00:15:58,000
Yeah, Totally empty.

304
00:16:01,000 --> 00:16:02,000
Well, maybe it's not that bad.

305
00:16:02,000 --> 00:16:05,000
I guess it's going to be your first run.

306
00:16:05,000 --> 00:16:08,000
But then when you hit something and you die.

307
00:16:09,000 --> 00:16:10,000
It's going to have a number.

308
00:16:10,000 --> 00:16:12,000
We only need to do additional text here.

309
00:16:13,000 --> 00:16:15,000
You see, we have a number, but no text.

310
00:16:15,000 --> 00:16:16,000
Let's go back to code.

311
00:16:17,000 --> 00:16:25,000
I mean, we're going to add some text here, quotation marks, last score, a couple of spaces plus

312
00:16:25,000 --> 00:16:27,000
and over here, the same.

313
00:16:28,000 --> 00:16:32,000
Highest score and name going to be longer.

314
00:16:32,000 --> 00:16:33,000
I don't really like it.

315
00:16:33,000 --> 00:16:35,000
I'll just type high score.

316
00:16:37,000 --> 00:16:42,000
And plus, this is better.

317
00:16:43,000 --> 00:16:43,000
Okay, cool.

318
00:16:44,000 --> 00:16:44,000
I like it.

319
00:16:45,000 --> 00:16:46,000
Let's go to the next video.

