Example #1
0
    //------------------------------------------------
    //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);
    }