public SaveInformation _Info = new SaveInformation(); //Move into class-scope
public void Start()
...
public void isBarbarian()
{
//This is destroyed when isBarbarian returns
SaveInformation _Info = new SaveInformation();
...
}
//When you make changes to your .NET assemblies, Unity copies the existing
//data to the un-managed side, reloads the new assemblies, then copies the
//data back. Classes you create are not serializable, by default, so Unity
//will not be able to "see" them. This is also required since this
//SaveInformation is probably going to be.... saved (serialized to disk)
[System.Serializable] //This allows Unity to "see"
class SaveInformation
{
public float PublicFloat1; //Serialized
[NonSerialized]
public float PublicFloat2; //Not serialized
private float PrivateFloat1; //Not serialized
[SerializeField]
private float PrivateFloat2; //Serialized
...
}
Jon
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