//------------------------------------------------ //Function called when loading is complete public void LoadGameComplete(Component Sender) { //Get Player Data Object LoadSaveManager.GameStateData.DataPlayer PlayerData = GameManager.StateManager.GameState.Player; //Load data back to Player Cash = PlayerData.CollectedCash; //Give player weapon, activate and destroy weapon power-up if (PlayerData.CollectedGun) { //Find weapon powerup in level GameObject WeaponPowerUp = GameObject.Find("spr_upgrade_weapon"); //Send OnTriggerEnter message WeaponPowerUp.SendMessage("OnTriggerEnter", GetComponent <Collider>(), SendMessageOptions.DontRequireReceiver); } Health = PlayerData.Health; //Set position ThisTransform.position = new Vector3(PlayerData.PosRotScale.X, PlayerData.PosRotScale.Y, PlayerData.PosRotScale.Z); //Set rotation ThisTransform.localRotation = Quaternion.Euler(PlayerData.PosRotScale.RotX, PlayerData.PosRotScale.RotY, PlayerData.PosRotScale.RotZ); //Set scale ThisTransform.localScale = new Vector3(PlayerData.PosRotScale.ScaleX, PlayerData.PosRotScale.ScaleY, PlayerData.PosRotScale.ScaleZ); }
IEnumerator Wait(LoadSaveManager.GameStateData.DataPlayer data) { if (Time.timeScale == 0) { Time.timeScale = 1; yield return(StartCoroutine(SaveMe(data))); Time.timeScale = 0; } else { yield return(StartCoroutine(SaveMe(data))); } //transform.position = new Vector3(data.posRotScale.posX, // data.posRotScale.posY, data.posRotScale.posZ); //// Set rotation //transform.localRotation = Quaternion.Euler(data.posRotScale.rotX, // data.posRotScale.rotY, data.posRotScale.rotZ); //// Set scale //transform.localScale = new Vector3(data.posRotScale.scaleX, // data.posRotScale.scaleY, data.posRotScale.scaleZ); //yield return new WaitForSeconds(0.001f); }
IEnumerator SaveMe(LoadSaveManager.GameStateData.DataPlayer data) { transform.position = new Vector3(data.posRotScale.posX, data.posRotScale.posY, data.posRotScale.posZ); // Set rotation transform.localRotation = Quaternion.Euler(data.posRotScale.rotX, data.posRotScale.rotY, data.posRotScale.rotZ); // Set scale transform.localScale = new Vector3(data.posRotScale.scaleX, data.posRotScale.scaleY, data.posRotScale.scaleZ); yield return(true); }
//Function called when saving game public void SaveGamePrepare(Component Sender) { //Get Player Data Object LoadSaveManager.GameStateData.DataPlayer PlayerData = GameManager.StateManager.GameState.Player; //Fill in player data for save game PlayerData.CollectedCash = Cash; PlayerData.CollectedGun = CollectWeapon.Collected; PlayerData.Health = Health; PlayerData.PosRotScale.X = thisTransform.position.x; PlayerData.PosRotScale.Y = thisTransform.position.y; PlayerData.PosRotScale.Z = thisTransform.position.z; PlayerData.PosRotScale.RotX = thisTransform.localEulerAngles.x; PlayerData.PosRotScale.RotY = thisTransform.localEulerAngles.y; PlayerData.PosRotScale.RotZ = thisTransform.localEulerAngles.z; PlayerData.PosRotScale.ScaleX = thisTransform.localScale.x; PlayerData.PosRotScale.ScaleY = thisTransform.localScale.y; PlayerData.PosRotScale.ScaleZ = thisTransform.localScale.z; }
public void SaveGamePrepare() { // Get Player Data Object LoadSaveManager.GameStateData.DataPlayer data = GameManager.StateManager.gameState.player; // Fill in player data for save game data.collectedScore = GameManager.instance.score; data.health = GameManager.instance.health; data.posRotScale.posX = transform.position.x; data.posRotScale.posY = transform.position.y; data.posRotScale.posZ = transform.position.z; data.posRotScale.rotX = transform.localEulerAngles.x; data.posRotScale.rotY = transform.localEulerAngles.y; data.posRotScale.rotZ = transform.localEulerAngles.z; data.posRotScale.scaleX = transform.localScale.x; data.posRotScale.scaleY = transform.localScale.y; data.posRotScale.scaleZ = transform.localScale.z; }
/// <summary> /// Load player state information.wwws /// </summary> /// <param name="sender">The component sender object.</param> public void LoadGameComplete(Component sender) { //Get player data object LoadSaveManager.GameStateData.DataPlayer playerData = GameManager.StateManager.GameState.Player; //Load data back into the player object Cash = playerData.CollectedCash; //Give player weapon, active and destroy weapon power-upwwwwwwws if (playerData.CollectedGun) { //Find weapon powerup in level GameObject.Find("Prefab_Weapon_Powerup").SendMessage("OnTriggerEnter", GetComponent <Collider>(), SendMessageOptions.DontRequireReceiver); } //Set health Health = playerData.Health; //Set position, rotation and scale thisTransform.position = new Vector3(playerData.PosRotScale.X, playerData.PosRotScale.Y, playerData.PosRotScale.Z); thisTransform.localRotation = Quaternion.Euler(playerData.PosRotScale.RotX, playerData.PosRotScale.RotY, playerData.PosRotScale.RotZ); thisTransform.localScale = new Vector3(playerData.PosRotScale.ScaleX, playerData.PosRotScale.ScaleY, playerData.PosRotScale.ScaleZ); }
public void LoadGameComplete() { // Get Player Data Object LoadSaveManager.GameStateData.DataPlayer data = GameManager.StateManager.gameState.player; // Load data back to Player GameManager.instance.health = data.health; GameManager.instance.score = (int)data.collectedScore; // Give player weapon, activate and destroy weapon power-up //if (data.collectedWeapon) //{ // // Find weapon powerup in level // GameObject weaponPowerUp = GameObject.Find("Weapon_PowerUp"); // // Send OnTriggerEnter message // weaponPowerUp.SendMessage("OnTriggerEnter2D", GetComponent<Collider2D>(), // SendMessageOptions.DontRequireReceiver); //} //StartCoroutine(Wait(data)); //Set position transform.position = new Vector3(data.posRotScale.posX, data.posRotScale.posY, data.posRotScale.posZ); // Set rotation transform.localRotation = Quaternion.Euler(data.posRotScale.rotX, data.posRotScale.rotY, data.posRotScale.rotZ); // Set scale transform.localScale = new Vector3(data.posRotScale.scaleX, data.posRotScale.scaleY, data.posRotScale.scaleZ); }