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; } }
public override void restoreSaveGameData(FPEGenericObjectSaveData data) { taskComplete = data.SavedBool; if (taskComplete) { turnOffIndicator(); } }
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"); } }
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); }
public override void restoreSaveGameData(FPEGenericObjectSaveData data) { mySeat.RestorSeatState(data.SavedInt); }
public override void restoreSaveGameData(FPEGenericObjectSaveData data) { highScore = data.SavedInt; highScoreText.text = "High Score: " + highScore; }
public override void restoreSaveGameData(FPEGenericObjectSaveData data) { cutsceneHasPlayed = data.SavedBool; }
public override void restoreSaveGameData(FPEGenericObjectSaveData data) { MoveToState((eTrapState)data.SavedInt); }