Beispiel #1
0
    public override void restoreSaveGameData(FPEGenericObjectSaveData data)
    {
        int loadedState = data.SavedInt;

        switch (loadedState)
        {
        case 0:
            armA();
            break;

        case 1:
            tripA();
            break;

        case 2:
            tripB();
            break;

        case 3:
            tripC();
            break;

        default:
            Debug.LogError("DemoTriggerSequenceHelper:: given bad state '" + loadedState + "'");
            break;
        }
    }
Beispiel #2
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    public override void restoreSaveGameData(FPEGenericObjectSaveData data)
    {
        taskComplete = data.SavedBool;

        if (taskComplete)
        {
            turnOffIndicator();
        }
    }
Beispiel #3
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    public override void restoreSaveGameData(FPEGenericObjectSaveData data)
    {
        fanSpeed      = data.SavedFloat;
        hasBattery    = data.SavedBool;
        fanSwitchIsOn = ((data.SavedInt == 1) ? true : false);

        if (hasBattery)
        {
            placeBattery();
        }
    }
    public override void restoreSaveGameData(FPEGenericObjectSaveData data)
    {
        cabinetOpen = data.SavedBool;

        if (cabinetOpen)
        {
            doorOpenerLeft.GetComponent <FPEInteractableActivateScript>().interactionString  = "Close cabinet";
            doorOpenerRight.GetComponent <FPEInteractableActivateScript>().interactionString = "Close cabinet";
            gameObject.GetComponent <Animator>().SetBool("ForceOpenCabinet", true);
            gameObject.GetComponent <Animator>().ResetTrigger("CloseCabinet");
            gameObject.GetComponent <Animator>().ResetTrigger("OpenCabinet");
        }
    }
Beispiel #5
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    public override void restoreSaveGameData(FPEGenericObjectSaveData data)
    {
        destroyed = data.SavedBool;

        if (destroyed)
        {
            mySmoke.Play();
        }
        else
        {
            mySmoke.Stop();
        }
    }
    // Here, we implemented the required interface function for loading a generic object. There is some custom logic to properly restore the door's locked state, animation state, timing, etc.
    public override void restoreSaveGameData(FPEGenericObjectSaveData data)
    {
        currentDoorState = (eDoorState)data.SavedInt;

        switch (currentDoorState)
        {
        case eDoorState.OPEN:
        case eDoorState.OPENING:
            setDoorOpen();
            break;

        case eDoorState.CLOSED:
        case eDoorState.CLOSING:
            setDoorClosed();
            break;
        }

        doorAutoCloseCountdown = data.SavedFloat;
        doorLocked             = data.SavedBool;
        myCardScanner.setLockLightColor(doorLocked);
    }
Beispiel #7
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 public override void restoreSaveGameData(FPEGenericObjectSaveData data)
 {
     mySeat.RestorSeatState(data.SavedInt);
 }
Beispiel #8
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 public override void restoreSaveGameData(FPEGenericObjectSaveData data)
 {
     highScore          = data.SavedInt;
     highScoreText.text = "High Score: " + highScore;
 }
Beispiel #9
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 public override void restoreSaveGameData(FPEGenericObjectSaveData data)
 {
     cutsceneHasPlayed = data.SavedBool;
 }
Beispiel #10
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 public override void restoreSaveGameData(FPEGenericObjectSaveData data)
 {
     MoveToState((eTrapState)data.SavedInt);
 }