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new file mode 100644
index 0000000..2cb60f4
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@@ -0,0 +1,8 @@
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diff --git a/Assets/Imported Assets/EckTechGames/AutoSave.meta b/Assets/Imported Assets/EckTechGames/AutoSave.meta
new file mode 100644
index 0000000..8f1e9b8
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@@ -0,0 +1,8 @@
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diff --git a/Assets/Imported Assets/EckTechGames/AutoSave/Editor.meta b/Assets/Imported Assets/EckTechGames/AutoSave/Editor.meta
new file mode 100644
index 0000000..f00e44c
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+++ b/Assets/Imported Assets/EckTechGames/AutoSave/Editor.meta
@@ -0,0 +1,8 @@
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diff --git a/Assets/Imported Assets/EckTechGames/AutoSave/Editor/AutoSaveExtension.cs b/Assets/Imported Assets/EckTechGames/AutoSave/Editor/AutoSaveExtension.cs
new file mode 100644
index 0000000..0b0fa59
--- /dev/null
+++ b/Assets/Imported Assets/EckTechGames/AutoSave/Editor/AutoSaveExtension.cs
@@ -0,0 +1,45 @@
+using System;
+using UnityEditor;
+using UnityEditor.SceneManagement;
+using UnityEngine;
+
+namespace EckTechGames.AutoSave
+{
+ ///
+ /// This static class registers the autosave methods when playmode state changes
+ /// in the editor.
+ ///
+ [InitializeOnLoad]
+ static class AutoSaveExtension
+ {
+ ///
+ /// Static constructor that gets called when Unity fires up or recompiles the scripts.
+ /// (triggered by the InitializeOnLoad attribute above)
+ ///
+ static AutoSaveExtension()
+ {
+ // Normally I'm against defensive programming, and this is probably
+ // not necessary. The intent is to make sure we don't accidentally
+ // subscribe to the playModeStateChanged event more than once.
+ EditorApplication.playModeStateChanged -= AutoSaveWhenPlaymodeStarts;
+ EditorApplication.playModeStateChanged += AutoSaveWhenPlaymodeStarts;
+ }
+
+ ///
+ /// This method saves open scenes and other assets when entering playmode.
+ ///
+ /// The enum that specifies how the playmode is changing in the editor.
+ private static void AutoSaveWhenPlaymodeStarts(PlayModeStateChange playModeStateChange)
+ {
+ // If we're exiting edit mode (entering play mode)
+ if(playModeStateChange == PlayModeStateChange.ExitingEditMode)
+ {
+ Debug.Log("EckTechGames.AutoSave - Saving Scenes and Assets");
+
+ // Save the open scenes and any assets.
+ EditorSceneManager.SaveOpenScenes();
+ AssetDatabase.SaveAssets();
+ }
+ }
+ }
+}
\ No newline at end of file
diff --git a/Assets/Imported Assets/EckTechGames/AutoSave/Editor/AutoSaveExtension.cs.meta b/Assets/Imported Assets/EckTechGames/AutoSave/Editor/AutoSaveExtension.cs.meta
new file mode 100644
index 0000000..b3a388c
--- /dev/null
+++ b/Assets/Imported Assets/EckTechGames/AutoSave/Editor/AutoSaveExtension.cs.meta
@@ -0,0 +1,11 @@
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diff --git a/Assets/Scenes/SampleScene.unity b/Assets/Scenes/SampleScene.unity
index a3477aa..8379227 100644
--- a/Assets/Scenes/SampleScene.unity
+++ b/Assets/Scenes/SampleScene.unity
@@ -394,7 +394,7 @@ MonoBehaviour:
m_Script: {fileID: 11500000, guid: 2669b7102c53f757b82f593178e49647, type: 3}
m_Name:
m_EditorClassIdentifier:
- _initialRewardMultiplier: 1
+ _initialRewardMultiplier: 500
_maxRewardMultiplier: 128
_initialMaxExperience: 3
_uiManager: {fileID: 1676064789}
@@ -1224,8 +1224,8 @@ RectTransform:
m_LocalEulerAnglesHint: {x: 0, y: 0, z: 0}
m_AnchorMin: {x: 0.5, y: 0.5}
m_AnchorMax: {x: 0.5, y: 0.5}
- m_AnchoredPosition: {x: 0, y: -0.73}
- m_SizeDelta: {x: 450, y: 560.93}
+ m_AnchoredPosition: {x: 0, y: 0}
+ m_SizeDelta: {x: 450, y: 500}
m_Pivot: {x: 0.5, y: 0.5}
--- !u!114 &624579874
MonoBehaviour: