public static void Load() { //Do this when Binary is done PlayerData data = PlayerBinary.LoadPlayer(); player.name = data.savedName; player.level = data.savedLevel; player.currentCheckpoint = GameObject.Find(data.savedCheckpoint).GetComponent <Transform>(); player.currentExp = data.savedExp; player.neededExp = data.savedNeededExp; player.maxExp = data.savedMaxExp; for (int i = 0; i < player.characterstats.Length; i++) { player.characterstats[i].value = data.stats[i]; } for (int i = 0; i < player.characterstats.Length; i++) { player.characterStatus[i].maxValue = data.maxStatus[i]; player.characterStatus[i].currentValue = data.currentStatus[i]; } player.transform.position = new Vector3(data.savedPlayerPos[0], data.savedPlayerPos[1], data.savedPlayerPos[2]); player.transform.rotation = new Quaternion(data.savedPlayerRot[0], data.savedPlayerRot[1], data.savedPlayerRot[2], data.savedPlayerRot[3]); }
public void LoadPlayer() { //Load Scene SceneManager.LoadScene(2); //Load Player Position and Stats PlayerData data = PlayerBinary.LoadPlayer(); if (data == null) { return; } level = data.savedLevel; characterStatus[0].currentValue = data.savedHealth; name = data.savedName; currentExp = data.savedExp; //Saved Player Position Vector3 position; position.x = data.savedPlayerPos[0]; position.y = data.savedPlayerPos[1]; position.z = data.savedPlayerPos[2]; //Set saved player position as new transform.position = position; Debug.Log("Loaded"); savedPosition = position; }