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