in script I created _barSize wirh [SerializeField], but in UnityEditor in Inspector i dont see it. How i can resolution that? A day ago all was right, but today it… Before was problim with UnityEngine.UI and i regenerated project files
using UnityEngine;
using UnityEngine.SceneManagement;
using UnityEngine.UIElements;
using System.IO;
using System;
public class ButtonsController : MonoBehaviour
{
[SerializeField] private GameObject _bullet;
[SerializeField] private GameObject _player;
private bool _forJump = false;
[SerializeField] private GameObject _btnJumpTrue;
[SerializeField] private GameObject _btnJumpFalse;
[SerializeField] private GameObject _btnJump;
private bool _forArrows = false;
[SerializeField] private GameObject _btnArrowsTrue;
[SerializeField] private GameObject _btnArrowsFalse;
[SerializeField] private GameObject _btnArrows;
[SerializeField] private GameObject _joy;
[SerializeField] private GameObject _btnShot;
[SerializeField] private Slider _barSize;
[SerializeField] private GameObject _settings;
[SerializeField] private GameObject _gameUI;
[SerializeField] private Reloading _rel;
private string path;
private SaveData save = new SaveData();
private void Awake()
{
#if UNITY_ANDROID && !UNITY_EDITOR
path = Path.Combine(Application.persistentDataPath, "SaveData.json");
#else
path = Path.Combine(Application.dataPath, "SaveData.json");
#endif
save = JsonUtility.FromJson<SaveData>(File.ReadAllText(path));
if (File.Exists(path))
{
LoadGame();
}
else
{
SaveGame();
}
}
private void Start()
{
BtnForJump();
BtnForArrows();
}
public void Restart()
{
SceneManager.LoadScene(SceneManager.GetActiveScene().buildIndex);
File.WriteAllText(path, JsonUtility.ToJson(save));
}
public void BtnForJump()
{
_forJump = !_forJump;
if (_forJump == true)
{
_btnJump.SetActive(true);
_btnJumpTrue.SetActive(true);
_btnJumpFalse.SetActive(false);
}
else if (_forJump == false)
{
_btnJump.SetActive(false);
_btnJumpTrue.SetActive(false);
_btnJumpFalse.SetActive(true);
}
}
public void BtnForArrows()
{
_forArrows = !_forArrows;
if (_forArrows == true)
{
_joy.SetActive(false);
_btnArrows.SetActive(true);
_btnArrowsTrue.SetActive(true);
_btnArrowsFalse.SetActive(false);
_btnJump.SetActive(true);
_btnJumpTrue.SetActive(true);
_btnJumpFalse.SetActive(false);
_forJump = !_forJump;
}
else if (_forArrows == false)
{
_joy.SetActive(true);
_btnArrows.SetActive(false);
_btnArrowsTrue.SetActive(false);
_btnArrowsFalse.SetActive(true);
}
}
public void Shoot()
{
if (_rel.isReloaded)
{
Instantiate(_bullet, _player.transform.position, _player.transform.rotation);
_rel.isReloaded = false;
_rel._currentTimeReload = _rel._timeReloading;
_rel.timerVisual.SetActive(true);
}
}
public void Settings()
{
if (_settings.activeInHierarchy == false)
{
_gameUI.SetActive(false);
_settings.SetActive(true);
Time.timeScale = 0;
}
else
{
ExitFromSetPosition();
_gameUI.SetActive(true);
_settings.SetActive(false);
Time.timeScale = 1;
}
}
public void Exit()
{
Application.Quit();
}
public void PlaySingle()
{
SceneManager.LoadScene("Singleplay");
}
public void ToMainMenu()
{
SceneManager.LoadScene("MainMenu");
}
public void SetPosition()
{
_settings.SetActive(false);
_gameUI.SetActive(true);
_btnJump.GetComponent<BoxCollider2D>().enabled = true;
_btnArrows.GetComponent<BoxCollider2D>().enabled = true;
_joy.GetComponent<BoxCollider2D>().enabled = true;
_btnShot.GetComponent<BoxCollider2D>().enabled = true;
}
public void ExitFromSetPosition()
{
_settings.SetActive(true);
_gameUI.SetActive(false);
_btnJump.GetComponent<BoxCollider2D>().enabled = false;
_btnArrows.GetComponent<BoxCollider2D>().enabled = false;
_joy.GetComponent<BoxCollider2D>().enabled = false;
_btnShot.GetComponent<BoxCollider2D>().enabled = false;
SaveGame();
}
private void SaveGame()
{
save.arrows = _forArrows;
save.jump = _forJump;
save.sizeJoystick = _joy.transform.localScale;
save.sizeArrows = _btnArrows.transform.localScale;
save.sizeJump = _btnJump.transform.localScale;
save.sizeShot = _btnShot.transform.localScale;
save.posJoystick = Camera.main.ScreenToWorldPoint(new Vector3(_joy.transform.position.x, _joy.transform.position.y, 0));
save.posArrows = Camera.main.ScreenToWorldPoint(new Vector3(_btnArrows.transform.position.x, _btnArrows.transform.position.y, 0));
save.posJump = Camera.main.ScreenToWorldPoint(new Vector3(_btnJump.transform.position.x, _btnJump.transform.position.y, 0));
save.posShot = Camera.main.ScreenToWorldPoint(new Vector3(_btnShot.transform.position.x, _btnShot.transform.position.y, 0));
Debug.Log("Game data saved!");
}
private void LoadGame()
{
_forArrows = !save.arrows;
_forJump = !save.jump;
_joy.transform.localScale = save.sizeJoystick;
_btnArrows.transform.localScale = save.sizeArrows;
_btnJump.transform.localScale = save.sizeJump;
_btnShot.transform.localScale = save.sizeShot;
_joy.transform.position = save.posJoystick;
_btnArrows.transform.position = save.posArrows;
_btnJump.transform.position = save.posJump;
_btnShot.transform.position = save.posShot;
}
}
[Serializable]
class SaveData
{
public Vector3 sizeJoystick;
public Vector3 sizeArrows;
public Vector3 sizeJump;
public Vector3 sizeShot;
public Vector2 posJoystick;
public Vector2 posArrows;
public Vector2 posJump;
public Vector2 posShot;
public bool jump;
public bool arrows;
}
If u will help me i will very very happy. I NEED MORE WOERDSSSSSSSSSSSSSSSSS