Example #1
0
    void NewGame()
    {
        // first run toggle
        _startup = false;

        Slot = (uint)_allSaves.Length;
        // create a new save data object and save it
        currentSaveData = new FPSControlPlayerSaveData("SaveTestA", (int) Slot, 100F); //default scene, spawn point, and health
        // load first scene
        Application.LoadLevel("SaveTestA");
    }
Example #2
0
    void LoadGame(uint slot)
    {
        // first run toggle
        _startup = false;

        Slot = slot;

        // Obtain the save information
        currentSaveData = FPSControlPlayerData.LoadPlayerSaveData(slot);

        // weapon data will be loaded from the temporary cache on player spawn
        // so knowing this, what we can do is move over our saved data to a temp and let it all work automatically...

        // load the data
        FPSControlPlayerWeaponManagerSaveData weaponSave = FPSControlPlayerData.LoadWeaponData(Slot);

        if (weaponSave != null) // if we have saved weapons data...
        {
            FPSControlPlayerData.SaveTempWeaponData(weaponSave); // save it to temp cache
            Debug.Log("active weapon: " + weaponSave.activeWeaponName);
        }
        // load the last saved level
        Application.LoadLevel(currentSaveData.currentLevelName);
    }