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// Introduce your new variables under Game Variables and pass them accordingly
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// in the Constructor => SaveData();
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using UnityEngine;
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using Sirenix.OdinInspector;
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public sealed class SaveData
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{
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//===================================================
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// PRIVATE FIELDS
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//===================================================
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private static SaveData _instance = null;
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//===================================================
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// PROPERTIES
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//===================================================
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public static SaveData Instance
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{
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get
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{
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if(_instance is null)
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{
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_instance = new SaveData();
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SaveSystem.LoadProgress();
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}//if end
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return _instance;
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}//get end
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}//Property end
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public bool HasID => !string.IsNullOrEmpty(UserData._id);
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//===================================================
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// FIELDS
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//===================================================
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[Title("Game Settings")]
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[DisplayAsString]
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public bool Music = true;
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[DisplayAsString]
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public bool SFX = true;
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[DisplayAsString]
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public bool Haptic = true;
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[DisplayAsString]
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public int Level = 1;
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[Space]
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[Title("Game Values")]
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public UserData UserData = new();
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[HideInInspector]
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public string HashOfSaveData = null;
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public SaveData(){}
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private SaveData(SaveData data)
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{
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Music = data.Music;
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SFX = data.SFX;
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Haptic = data.Haptic;
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UserData = data.UserData;
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Level = data.Level;
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}//CopyConstructor() end
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public SaveData CreateSaveObject() => new(_instance);
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public void Reset() => _instance = new();
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}//class end
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