private void loadScene() { SaveData data = SaveSystem.loadPlayer(); if (data.level == SceneManager.GetActiveScene().buildIndex) { Vector3 position = new Vector3(data.playerPosition[0], data.playerPosition[1], data.playerPosition[2]); Player.transform.position = position; HealthAndShield healthAndShield = Player.GetComponent <HealthAndShield>(); healthAndShield.health = data.health; healthAndShield.Shield = data.shield; GunPlaceHolderPlayer gunHolder = player.GetComponentInChildren <GunPlaceHolderPlayer>(); gunHolder.activePrimary = data.primaryGunID; gun Primary = gunHolder.findWeaponByID(data.primaryGunID).GetComponent <gun>(); Primary.ammoInBag = data.PrimaryAmmoInBag; Primary.ammoInMag = data.PrimaryAmmoInMag; gunHolder.activeSecondary = data.secondaryGunID; gun Secondary = gunHolder.findWeaponByID(data.secondaryGunID).GetComponent <gun>(); Secondary.ammoInBag = data.SecondaryAmmoInBag; Secondary.ammoInMag = data.SecondaryAmmoInMag; gunHolder.grenadeCount[0] = data.GrenadeCount[0]; gunHolder.grenadeCount[1] = data.GrenadeCount[1]; gunHolder.grenadeCount[2] = data.GrenadeCount[2]; gunHolder.switchWeapon(); gunHolder.switchWeapon(); } }
public static void SaveGame(GameObject player, GunPlaceHolderPlayer guns, HealthAndShield healthAndShield, int levelThis) { BinaryFormatter binaryFormatter = new BinaryFormatter(); string path = Application.persistentDataPath + "/playerdata.rob"; FileStream stream = new FileStream(path, FileMode.Create); SaveData data = new SaveData(player, guns, healthAndShield, levelThis); binaryFormatter.Serialize(stream, data); stream.Close(); }
public override void InRange() { int type = id % 100; base.interact(); GunPlaceHolderPlayer holder = gameManager.player.GetComponentInChildren <GunPlaceHolderPlayer>(); holder.grenadeCount[type] += count; Destroy(gameObject); }
public override void InRange() { base.InRange(); GunPlaceHolderPlayer holder = gameManager.player.GetComponentInChildren <GunPlaceHolderPlayer>(); if (holder.activePrimary == id) { holder.findWeaponByID(id).GetComponent <gun>().ammoInBag += ammo; Destroy(gameObject); } }
public override void interact() { base.interact(); GunPlaceHolderPlayer holder = gameManager.player.GetComponentInChildren <GunPlaceHolderPlayer>(); GameObject c = Instantiate(creator, transform.position, transform.rotation); pupCreater create = c.GetComponent <pupCreater>(); bool replacing; if (holder.activePrimary == id) { replacing = false; } else { replacing = true; ///// gun g = holder.findWeaponByID(holder.activePrimary).GetComponent <gun>(); create.id = g.id; create.ammo = g.ammoInBag + g.ammoInMag; g.ammoInMag = 0; } holder.activePrimary = id; if (holder.holdingPrimary) { holder.switchWeapon(); holder.switchWeapon(); } else { holder.switchWeapon(); } if (replacing) { holder.ActiveGun.GetComponent <gun>().ammoInBag = ammo; create.Create(); } else { holder.ActiveGun.GetComponent <gun>().ammoInBag += ammo; } Destroy(gameObject); }
public SaveData(GameObject player, GunPlaceHolderPlayer guns, HealthAndShield healthAndShield, int levelThis) { level = levelThis; playerPosition = new float[3]; playerPosition[0] = player.transform.position.x; playerPosition[1] = player.transform.position.y; playerPosition[2] = player.transform.position.z; primaryGunID = guns.activePrimary; GrenadeCount = new int[3]; secondaryGunID = guns.activeSecondary; GrenadeCount[0] = guns.grenadeCount[0]; GrenadeCount[1] = guns.grenadeCount[1]; GrenadeCount[2] = guns.grenadeCount[2]; health = healthAndShield.health; shield = healthAndShield.Shield; gun PrimaryGun = guns.findWeaponByID(guns.activePrimary).GetComponent <gun>(); PrimaryAmmoInBag = PrimaryGun.ammoInBag; PrimaryAmmoInMag = PrimaryGun.ammoInMag; gun SecondaryGun = guns.findWeaponByID(guns.activeSecondary).GetComponent <gun>(); SecondaryAmmoInBag = SecondaryGun.ammoInBag; SecondaryAmmoInMag = SecondaryGun.ammoInMag; }
// Start is called before the first frame update void Start() { player = gameManager.player; gunPlaceHolderReference = player.GetComponentInChildren <GunPlaceHolderPlayer>(); healthAndShieldReference = player.GetComponent <HealthAndShield>(); }