Ejemplo n.º 1
0
    void LoadAndSetPlayer(AutoSaveData data)
    {
        //1. set player position DONE

        GameObject spawnarea = GameObject.Find("playerSpawnphase" + (data.phase /*+ 1*/).ToString());;

        Log.log("data " + data.phase);
        character.GetGameObject().transform.position = spawnarea.transform.position;

        // set enemy deadcount DONE


        // set weapons DONE
        Weapon unusedparameter = character.GetInventory().Weapons[1];

        Debug.Log("weapon1index=" + data.weapon1index);
        /*playerComb.OnChooseWeapon*/
        ActivateWeapon(data.weapon1index /*, unusedparameter*/);
        playerComb.OnChooseWeapon2(data.weapon2index, unusedparameter);

        // set powerups (mostly bools) DONE
        if (data.MinePowerUp)
        {
            playerComb.doesBonusMineIsActive = true;
        }
        if (data.PoisonPowerUp)
        {
            playerComb.weapons[0].doesItHavePoisonBullet = true;
        }
        if (data.doubleShot)
        {
            playerComb.weapons[0].doesItHaveDoubleShot = true;
        }

        character.GetStats().SetHP(SaveSystem.LoadAutoSaveData().currenthp);

        // set energy DONE

        if (data.didThePlayerOverComeTheArea6)
        {
            character.GetGameObject().GetComponent <Player>().didThePlayerOverComeTheArea6 = true;
        }
        if (data.justOnceTutorialRandomBtn)
        {
            character.GetGameObject().GetComponent <Player>().justOnceTutorialRandomBtn = true;
        }

        character.GetGameObject().GetComponent <Player>().SetTierNum(data.tierIndex);
        //Debug.Log("Savefile energy=" + data.eng + "current energy=" + stats.Energy);
        character.GetStats().setEnergy(data.eng);

        character.GetGameObject().GetComponent <Player>().meleeBtnPressedForTheFirsTime = true;
    }