using System.Collections; using System.Collections.Generic; using UnityEngine; public class SaveManager : MonoBehaviour { private static SaveManager _instance; public static SaveManager GetInstance() { return _instance; } private void Awake() { if (!_instance) { _instance = this; } } public void SaveDiary(GameSaveData existingData) { StartCoroutine(SaveDiaryCoroutine(existingData)); } IEnumerator SaveDiaryCoroutine(GameSaveData existingData) { print("Is trying to save diary"); if (InventoryManager.GetInstance().temporarilySavedInventoryItemsData.temporarilySavedDiaryEntryInventoryData != null) { foreach (var diaryEntry in InventoryManager.GetInstance().temporarilySavedInventoryItemsData.temporarilySavedDiaryEntryInventoryData) { existingData.collectablesData.DiaryEntryItem.Add(diaryEntry); print("Saved diary entry!"); } //AFTER FOREACH DELETE TEMPORARILY DIARY ENTRY DATA: yield return new WaitForSecondsRealtime(0.5f); InventoryManager.GetInstance().DeleteTemporarilyDiaryEntryInventoryItemData(); print("Deleted temporarily diary entry data"); } } }