using System.Collections; using System.Collections.Generic; using System; using UnityEngine.Serialization; [Serializable] public class SaveData { public string playerName; private readonly string defaultPlayerName = "Player"; public string agePlayer; public int unlockLevel; public float kesehatanGigiStatistik; public float PenyakitGigiStatistik; public bool[] isMateriKesehatanGigiComplete = new bool[4]; public bool[] isMateriPenyakitGigi1Complete= new bool[3]; public SaveData() { playerName = defaultPlayerName; agePlayer = "0"; unlockLevel = 1; kesehatanGigiStatistik = 0; PenyakitGigiStatistik = 0; for (int i = 0; i < isMateriKesehatanGigiComplete.Length; i++) { isMateriKesehatanGigiComplete[i] = false; } for (int i = 0; i < isMateriPenyakitGigi1Complete.Length; i++) { isMateriPenyakitGigi1Complete[i] = false; } } }