Example #1
0
    private FileGameSave CreateFileGameSave()
    {
        FileGameSave save = new FileGameSave();

        save.sceneName = SysModuleManager.Instance.GetSysModule <SysSceneManager>().NowScene;                                             //记录当前场景

        PlayerCharacter player = SysModuleManager.Instance.GetSysModule <SysPlayerManager>().PlayerRole.GetComponent <PlayerCharacter>(); //获取当前玩家角色属性脚本

        //记录玩家当前位置与属性状态
        save.player.PosX       = player.transform.position.x; //位置
        save.player.PosY       = player.transform.position.y;
        save.player.PosZ       = player.transform.position.z;
        save.player.RotX       = player.transform.rotation.x; //旋转
        save.player.RotY       = player.transform.rotation.y;
        save.player.RotZ       = player.transform.rotation.z;
        save.player.RotW       = player.transform.rotation.w;
        save.player.atk        = player.Atk;        //攻击力
        save.player.hp         = player.Hp;         //体力值
        save.player.hpMax      = player.HpMax;      //最大体力值
        save.player.sp         = player.Sp;         //耐力值
        save.player.spMax      = player.SpMax;      //最大耐力值
        save.player.ep         = player.Ep;         //能量值
        save.player.epMax      = player.EpMax;      //最大能量值
        save.player.epPoint    = player.EpPoint;    //能量点
        save.player.epPointMax = player.EpPointMax; //最大能量点
        save.player.spUseup    = player.SpUseup;    //耐力耗尽
        //记录玩家摄像机位置与水平旋转
        save.player.cameraRotX      = Camera.main.GetComponent <SphereCamera>().watchPoint.rotation.x;
        save.player.cameraRotY      = Camera.main.GetComponent <SphereCamera>().watchPoint.rotation.y;
        save.player.cameraRotZ      = Camera.main.GetComponent <SphereCamera>().watchPoint.rotation.z;
        save.player.cameraRotW      = Camera.main.GetComponent <SphereCamera>().watchPoint.rotation.w;
        save.player.cameraDistance  = Camera.main.GetComponent <SphereCamera>().Distance;
        save.player.cameraAngleLerp = Camera.main.GetComponent <SphereCamera>().AngleLerp;

        //记录场景内敌人集合位置与属性状态
        GameObject[] sceneEnemys = GameObject.FindGameObjectsWithTag("Enemy"); //查找全场景敌人
        for (int i = 0; i < sceneEnemys.Length; i++)
        {
            FileEnemy enemy = new FileEnemy();
            enemy.PosX  = sceneEnemys[i].transform.position.x; //记录位置
            enemy.PosY  = sceneEnemys[i].transform.position.y;
            enemy.PosZ  = sceneEnemys[i].transform.position.z;
            enemy.RotX  = sceneEnemys[i].transform.rotation.x; //旋转
            enemy.RotY  = sceneEnemys[i].transform.rotation.y;
            enemy.RotZ  = sceneEnemys[i].transform.rotation.z;
            enemy.RotW  = sceneEnemys[i].transform.rotation.w;
            enemy.hp    = sceneEnemys[i].GetComponent <EnemyCharacterBase>().Hp;    //记录体力值
            enemy.death = sceneEnemys[i].GetComponent <EnemyCharacterBase>().Death; //记录死亡状态

            save.enemys.Add(enemy);                                                 //加入存档的敌人集合
        }

        //记录场景内兽人首领位置
        GameObject sceneOrcKing = GameObject.FindGameObjectWithTag("OrcKing"); //查找全场景敌人

        if (sceneOrcKing != null)
        {
            FileOrcKing orcking = new FileOrcKing();
            orcking.PosX  = sceneOrcKing.transform.position.x; //记录位置
            orcking.PosY  = sceneOrcKing.transform.position.y;
            orcking.PosZ  = sceneOrcKing.transform.position.z;
            orcking.RotX  = sceneOrcKing.transform.rotation.x; //旋转
            orcking.RotY  = sceneOrcKing.transform.rotation.y;
            orcking.RotZ  = sceneOrcKing.transform.rotation.z;
            orcking.RotW  = sceneOrcKing.transform.rotation.w;
            orcking.hp    = sceneOrcKing.GetComponent <OrcKiCharacter>().Hp;    //记录体力值
            orcking.death = sceneOrcKing.GetComponent <OrcKiCharacter>().Death; //记录死亡状态

            save.orcKing = orcking;                                             //加入存档的敌人集合
        }

        return(save);
    }
Example #2
0
    IEnumerator GameFileSet(FileGameSave save)
    {
        yield return(null);

        while (true)
        {
            //场景是否加载完成
            if (SysModuleManager.Instance.GetSysModule <SysSceneManager>().NowScene.Equals(save.sceneName))
            {
                break;
            }
            else
            {
                yield return(null);
            }
        }

        yield return(null);

        //载入玩家当前位置与属性状态
        PlayerCharacter player = SysModuleManager.Instance.GetSysModule <SysPlayerManager>().PlayerRole.GetComponent <PlayerCharacter>();

        player.transform.position = new Vector3(save.player.PosX, save.player.PosY, save.player.PosZ);                      //位置
        player.transform.rotation = new Quaternion(save.player.RotX, save.player.RotY, save.player.RotZ, save.player.RotW); //旋转
        player.Atk        = save.player.atk;                                                                                //攻击力
        player.Hp         = save.player.hp;                                                                                 //体力值
        player.HpMax      = save.player.hpMax;                                                                              //最大体力值
        player.Sp         = save.player.sp;                                                                                 //耐力值
        player.SpMax      = save.player.spMax;                                                                              //最大耐力值
        player.Ep         = save.player.ep;                                                                                 //能量值
        player.EpMax      = save.player.epMax;                                                                              //最大能量值
        player.EpPoint    = save.player.epPoint;                                                                            //能量点
        player.EpPointMax = save.player.epPointMax;                                                                         //最大能量点
        player.SpUseup    = save.player.spUseup;                                                                            //耐力耗尽
        //载入玩家摄像机位置与水平旋转
        Quaternion horiRot = new Quaternion(save.player.cameraRotX, save.player.cameraRotY, save.player.cameraRotZ, save.player.cameraRotW);

        Camera.main.GetComponent <SphereCamera>().SetCameraPos(save.player.cameraDistance, save.player.cameraAngleLerp, horiRot);

        //载入敌人集合当前位置与属性状态
        GameObject[] sceneEnemys = GameObject.FindGameObjectsWithTag("Enemy"); //查找全场景敌人
        for (int i = 0; i < sceneEnemys.Length; i++)
        {
            FileEnemy enemy = save.enemys[i];

            sceneEnemys[i].transform.position = new Vector3(enemy.PosX, enemy.PosY, enemy.PosZ);                //位置
            sceneEnemys[i].transform.rotation = new Quaternion(enemy.RotX, enemy.RotY, enemy.RotZ, enemy.RotW); //旋转
            sceneEnemys[i].GetComponent <EnemyCharacterBase>().Hp    = enemy.hp;                                //载入体力值
            sceneEnemys[i].GetComponent <EnemyCharacterBase>().Death = enemy.death;                             //载入死亡状态
        }

        //载入场景内兽人首领位置
        GameObject sceneOrcKing = GameObject.FindGameObjectWithTag("OrcKing"); //查找全场景敌人

        if (sceneOrcKing != null)
        {
            FileOrcKing orcking = save.orcKing;

            sceneOrcKing.transform.position = new Vector3(orcking.PosX, orcking.PosY, orcking.PosZ);                  //位置
            sceneOrcKing.transform.rotation = new Quaternion(orcking.RotX, orcking.RotY, orcking.RotZ, orcking.RotW); //旋转
            sceneOrcKing.GetComponent <OrcKiCharacter>().Hp    = orcking.hp;                                          //载入体力值
            sceneOrcKing.GetComponent <OrcKiCharacter>().Death = orcking.death;                                       //载入死亡状态
        }

        Debug.Log("载入存档成功");
    }