Google play save data

Hello,

I am new into google API and I want to implement a save system in a google play services but I don’t know how to use it practically. I got a script that saves and loads a string from a cloud but I want to get variables just like in PlayerPrefs so I can load items and the amounts of items in the beginning of the game.
Shortly: how do I get load and save data to cloud and access them like in PlayerPrefs?
So maybe I can create a function like this:

  void GetData(){
       healthPoints = cloudSave.GetHealthPointsFromCloud();//
    //how can I use google play save cloud to do something like this? 
    }

My whole script just saves data in a singlestring which is honestly is useless to me in this state.

using UnityEngine;
using GooglePlayGames;
using GooglePlayGames.BasicApi;
using GooglePlayGames.BasicApi.SavedGame;
using System;
public class PlayGames : MonoBehaviour
{
    public int playerScore;
    string leaderboardID = "";
    string achievementID = "";
    public static PlayGamesPlatform platform;
    private bool issaving = false;
    private string SAVE_NAME = "savegames";
    string savedString;//for saves,duh


    void Start()
    {
        if (platform == null)
        {
            PlayGamesClientConfiguration config = new PlayGamesClientConfiguration.Builder().Build();
            PlayGamesPlatform.InitializeInstance(config);
            PlayGamesPlatform.DebugLogEnabled = true;
            platform = PlayGamesPlatform.Activate();
        }

        Social.Active.localUser.Authenticate(success =>
        {
            if (success)
            {
                Debug.Log("Logged in successfully");
            }
            else
            {
                Debug.Log("Login Failed");
            }
        });
        UnlockAchievement();
    }

    public void AddScoreToLeaderboard()
    {
        if (Social.Active.localUser.authenticated)
        {
            Social.ReportScore(playerScore, leaderboardID, success => { });
        }
    }

    public void ShowLeaderboard()
    {
        if (Social.Active.localUser.authenticated)
        {
            platform.ShowLeaderboardUI();
        }
    }

    public void ShowAchievements()
    {
        if (Social.Active.localUser.authenticated)
        {
            platform.ShowAchievementsUI();
        }
    }

    public void UnlockAchievement()
    {
        if (Social.Active.localUser.authenticated)
        {
            Social.ReportProgress(achievementID, 100f, success => { });
        }
    }
    public void ChangeAchievementID(string newValue){
        achievementID = newValue;
    }
    public void ChangeLeaderBoardID(string newValue){
        leaderboardID = newValue;
    }
    public void SetScore(int newValue){
        playerScore = newValue;
    }
    //cloud save
     public void OpenSaveToCloud(bool saving)
    {
       // debugtext.text = "hello";
        if(Social.localUser.authenticated)
        {
          //  debugtext.text = "hello2";
            issaving = saving;
            ((PlayGamesPlatform)Social.Active).SavedGame.OpenWithAutomaticConflictResolution
                (SAVE_NAME, GooglePlayGames.BasicApi.DataSource.ReadCacheOrNetwork,
                ConflictResolutionStrategy.UseLongestPlaytime, SavedGameOpen);

        
    }
    }

    private void SavedGameOpen(SavedGameRequestStatus status, ISavedGameMetadata meta)
    {
        if(status == SavedGameRequestStatus.Success)
        {
           // debugtext.text = "hello in save1";
            if (issaving)//if is saving is true we are saving our data to cloud
            {
               // debugtext.text = "hello in save2";
                byte[] data = System.Text.ASCIIEncoding.ASCII.GetBytes(GetDataToStoreinCloud());
                SavedGameMetadataUpdate update = new SavedGameMetadataUpdate.Builder().Build();
                ((PlayGamesPlatform)Social.Active).SavedGame.CommitUpdate(meta, update, data, SaveUpdate);
            }
            else//if is saving is false we are opening our saved data from cloud
            {
                ((PlayGamesPlatform)Social.Active).SavedGame.ReadBinaryData(meta, ReadDataFromCloud);
            }
        }
    }

    private void ReadDataFromCloud(SavedGameRequestStatus status, byte[] data)
    {
        if(status == SavedGameRequestStatus.Success)
        {
            string savedata = System.Text.ASCIIEncoding.ASCII.GetString(data);
            LoadDataFromCloudToOurGame(savedata);
        }
    }
    private void SaveUpdate(SavedGameRequestStatus status, ISavedGameMetadata meta)
    {
        //use this to debug whether the game is uploaded to cloud
        Debug.Log("successfully add data to cloud");
    }
    private string GetDataToStoreinCloud()//  we seting the value that we are going to store the data in cloud
    {
        string Data = "";
    //data [0]
        Data += savedString;
        Data += "|";
        return Data;
    }
    private void LoadDataFromCloudToOurGame(string savedata)
    {
        string[] data = savedata.Split('|');
        Debug.Log(data[0].ToString());
    }
    public void SetSaveString(string newString){
        savedString = newString;
    }
    
}

Watch this: