public static PlayerDataToSave LoadData(PlayerHandler player) { //Location to save string path = Application.persistentDataPath + "/" + "Huskies" + ".jpeg"; //if we have the file at that path if (File.Exists(path)) { Debug.Log(path + " Loaded"); //get our binary formatter BinaryFormatter formatter = new BinaryFormatter(); //and read the data from the path FileStream stream = new FileStream(path, FileMode.Open); //sell the data from what it is back to usable variables PlayerDataToSave data = formatter.Deserialize(stream) as PlayerDataToSave; //we are done stream.Close(); //send usable data back to the PlayerDataToSave Script return(data); } else { return(null); } }
public void Load() { PlayerDataToSave data = PlayerSaveToBinary.LoadData(player); player.name = data.playerName; player.curCheckPoint = GameObject.Find(data.checkPoint).GetComponent <Transform>(); player.maxHealth = data.maxHealth; player.maxMana = data.maxMana; player.maxStamina = data.maxStamina; player.curHealth = data.curHealth; player.curMana = data.curMana; player.curStamina = data.curStamina; player.transform.position = new Vector3(data.pX, data.pY, data.pZ); player.transform.rotation = new Quaternion(data.rX, data.rY, data.rZ, data.rW); /* * OLD STUFF * * //Players current health is set to playerPrefs saved float called CurHealth, else set it to MaxHealth * player.curHealth = PlayerPrefs.GetFloat("CurHealth", player.maxHealth); * player.curStamina = PlayerPrefs.GetFloat("CurStamina", player.maxStamina); * player.curMana = PlayerPrefs.GetFloat("CurMana", player.maxMana); * * //Get the player poisition x.y,z and put it into a vector3 and set the new player position * player.transform.position = new Vector3(PlayerPrefs.GetFloat("PlayerX", 1), PlayerPrefs.GetFloat("PlayerY", 1), PlayerPrefs.GetFloat("PlayerZ", 1)); * * //Get the saved rotation of the character and set via a Quaternion (4 floats, X,Y,Z,W) * player.transform.rotation = new Quaternion(PlayerPrefs.GetFloat("RotationX", 0), PlayerPrefs.GetFloat("RotationY", 0), PlayerPrefs.GetFloat("RotationZ", 0), PlayerPrefs.GetFloat("RotationW", 0)); */ }
public static PlayerDataToSave LoadData(PlayerHandler player) { string path = Application.persistentDataPath + "\\" + player.name + ".png"; if (File.Exists(path)) { // Creates objects. BinaryFormatter formatter = new BinaryFormatter(); // Creates filepath at the specific place where the file was saved and opens it. FileStream stream = new FileStream(path, FileMode.Open); // Deserialize data in a certain format that the PlayerDataToSave can read. PlayerDataToSave data = formatter.Deserialize(stream) as PlayerDataToSave; // Close Stream stream.Close(); // Return the data to the function which called it. return(data); } else { // Return nothing cause it doesnt exist. return(null); } }
// Update is called once per frame public void Load() { PlayerDataToSave data = PlayerSaveToBinary.LoadData(player); player.name = data.playerName; player.maxHealth = data.maxHealth; player.maxMana = data.maxMana; player.maxStamina = data.maxStamina; player.curHealth = data.curHealth; player.curMana = data.curMana; player.curStamina = data.curStamina; player.transform.position = new Vector3(data.pX, data.pY, data.pZ); player.transform.rotation = new Quaternion(data.rX, data.rY, data.rZ, data.rW); /* players current health is set to PlayerPrefs saved float called CurHealth, else set it to MaxHealth * player.curHealth = PlayerPrefs.GetFloat("CurHealth", player.maxHealth); * player.curMana = PlayerPrefs.GetFloat("CurMana", player.maxMana); * player.curStamina = PlayerPrefs.GetFloat("CurStamina", player.maxStamina); * // Position * /* x = PlayerPrefs.GetFloat("PlayerX", 1); * y = PlayerPrefs.GetFloat("PlayerY", 1); * z = PlayerPrefs.GetFloat("PlayerZ", 1); * * player.transform.position = new Vector3(PlayerPrefs.GetFloat("PlayerX", 29.51f), PlayerPrefs.GetFloat("PlayerY", 51f), PlayerPrefs.GetFloat("PlayerZ", 59.14f)); * player.transform.rotation = new Quaternion(PlayerPrefs.GetFloat("PlayerRotX", 0), PlayerPrefs.GetFloat("PlayerRotY", 0), PlayerPrefs.GetFloat("PlayerRotZ", 0), PlayerPrefs.GetFloat("PlayerRotW", 0)); * Debug.Log("Last player position"); */ }
public static void SavePlayer(GameObject player) { BinaryFormatter formatter = new BinaryFormatter(); string path = Application.persistentDataPath + "/PlayerSettings.bin"; FileStream file = new FileStream(path, FileMode.Create); PlayerDataToSave buffer = new PlayerDataToSave(player); PlayerController.observers.Clear(); formatter.Serialize(file, buffer); file.Close(); }
public void BinaryLoad() { PlayerDataToSave data = PlayerSaveToBinary.LoadData(player); player.maxHealth = data.maxHealth; player.maxMana = data.maxMana; player.maxStamina = data.maxStamina; player.currentHealth = data.currentHealth; player.currentMana = data.currentMana; player.currentStamina = data.currentStamina; player.currentCheckPoint = GameObject.Find(data.checkpoint).GetComponent <Transform>(); if (!(data.currentPositionX == 0 && data.currentPositionY == 0 && data.currentPositionZ == -5)) { player.transform.position = new Vector3(data.currentPositionX, data.currentPositionY, data.currentPositionZ); player.transform.rotation = new Quaternion(data.currentRotationX, data.currentRotationY, data.currentRotationZ, data.currentRotationW); } else { player.transform.position = player.currentCheckPoint.position; player.transform.rotation = player.currentCheckPoint.rotation; Debug.Log("Loading character at " + player.currentCheckPoint.position); } player.skinIndex = data.skinIndex; player.hairIndex = data.hairIndex; player.mouthIndex = data.mouthIndex; player.eyesIndex = data.eyesIndex; player.clothesIndex = data.clothesIndex; player.armourIndex = data.armourIndex; player.characterClass = data.characterClass; player.characterName = data.characterName; for (int i = 0; i < player.stats.Length; i++) { player.stats[i].value = data.stats[i]; } LoadCustomisation.SetTexture("Skin", data.skinIndex); LoadCustomisation.SetTexture("Hair", data.hairIndex); LoadCustomisation.SetTexture("Mouth", data.mouthIndex); LoadCustomisation.SetTexture("Eyes", data.eyesIndex); LoadCustomisation.SetTexture("Clothes", data.clothesIndex); LoadCustomisation.SetTexture("Armour", data.armourIndex); }
public static void SavePlayerData(PlayerHandler player) { //Reference a Binary Formatter BinaryFormatter formatter = new BinaryFormatter(); //Location to Save string path = Application.persistentDataPath + "/" + PlayerDataToSave.saveSlot; //Create a file path FileStream stream = new FileStream(path, FileMode.Create); //What Data to write to the file PlayerDataToSave data = new PlayerDataToSave(player); //write it and convert to bytes for writing to binary formatter.Serialize(stream, data); //Ending stream.Close(); }
// Update is called once per frame public void Load() { PlayerDataToSave data = PlayerSaveToBinary.LoadData(player); player.name = data.playerName; player.curCheckPoint = GameObject.Find(data.checkPoint).GetComponent <Transform>(); player.maxHealth = data.maxHealth; player.maxMana = data.maxMana; player.maxStamina = data.maxStamina; player.curHealth = data.curHealth; player.curMana = data.curMana; player.curStamina = data.curStamina; if (!(data.pX == 0 && data.pY == 0 && data.pZ == 0)) { player.transform.position = new Vector3(data.pX, data.pY, data.pZ); player.transform.rotation = new Quaternion(data.rX, data.rY, data.rZ, data.rW); } else { player.transform.position = player.curCheckPoint.position; player.transform.rotation = player.curCheckPoint.rotation; } player.skinIndex = data.skinIndex; player.hairIndex = data.hairIndex; player.mouthIndex = data.mouthIndex; player.eyesIndex = data.eyesIndex; player.clothesIndex = data.clothesIndex; player.armourIndex = data.armourIndex; player.characterClass = (CharacterClass)data.classIndex; player.characterName = data.playerName; for (int i = 0; i < player.stats.Length; i++) { player.stats[i].value = data.stats[i]; } LoadCustomisation.SetTexture("Skin", data.skinIndex); LoadCustomisation.SetTexture("Hair", data.hairIndex); LoadCustomisation.SetTexture("Mouth", data.mouthIndex); LoadCustomisation.SetTexture("Eyes", data.eyesIndex); LoadCustomisation.SetTexture("Clothes", data.clothesIndex); LoadCustomisation.SetTexture("Armour", data.armourIndex); }
public static void SavePlayerData(PlayerHandler player) { //Reference a Binary Formatter BinaryFormatter formatter = new BinaryFormatter(); //Location to save string path = Application.persistentDataPath + "/" + "Huskies" + ".jpeg"; //Create File at file path FileStream stream = new FileStream(path, FileMode.Create); //What Data to write to the file PlayerDataToSave data = new PlayerDataToSave(player); //Write it all and converting to bytes for writing to binary formatter.Serialize(stream, data); //And we are done Debug.Log(path); stream.Close(); }
public static void SavePlayerData(PlayerHandler player) { //Refrence a Binary Formatter BinaryFormatter formatter = new BinaryFormatter(); //Location to Save string path = Application.persistentDataPath + "/" + player.name + ".god"; //Create file at file path FileStream stream = new FileStream(path, FileMode.Create); //What Data to write to the file PlayerDataToSave data = new PlayerDataToSave(player); formatter.Serialize(stream, data); stream.Close(); }
public static void SavePlayerData(PlayerHandler player) { // Creates a binary formatter object BinaryFormatter formatter = new BinaryFormatter(); // Location to save string path = Application.persistentDataPath + "/" + player.name + ".png"; // Creates a stream object FileStream stream = new FileStream(path, FileMode.Create); // Data to write. PlayerDataToSave data = new PlayerDataToSave(player); // Saves data into the specific path we want it to into a specific format. formatter.Serialize(stream, data); stream.Close(); }
public void LoadGame() { PlayerDataToSave buffer = SerializingSystem.LoadPlayer(); if (buffer != null) { PlayerController.serialization = true; PlayerController.data = buffer; if (buffer.SceneName == "SampleScene") { SceneManager.LoadSceneAsync(buffer.SceneName); } else { SceneManager.LoadSceneAsync("SampleScene"); SceneManager.LoadSceneAsync(buffer.SceneName); } } }
public void FirstLoad() { PlayerDataToSave data = PlayerSaveToBinary.LoadData(player); //player.name = data.playerName; player.curCheckPoint = GameObject.Find("Home Checkpoint 1").GetComponent <Transform>(); player.maxHealth = data.maxHealth; player.maxMana = data.maxMana; player.maxStamina = data.maxStamina; player.curHealth = data.curHealth; player.curMana = data.curMana; player.curStamina = data.curStamina; player.transform.position = new Vector3(data.pX, data.pY, data.pZ); player.transform.rotation = new Quaternion(data.rX, data.rY, data.rZ, data.rW); }
public void Load() { PlayerDataToSave data = PlayerSaveToBinary.LoadData(player); player.name = data.playerName; player.curCheckPoint = GameObject.Find(data.checkPoint).GetComponent <Transform>(); player.maxHealth = data.maxHealth; player.maxMana = data.maxMana; player.maxStamina = data.maxStamina; player.curHealth = data.curHealth; player.curMana = data.curMana; player.curStamina = data.curStamina; if (!(data.posx == 0 && data.posy == 0 && data.posz == 0)) { player.transform.position = new Vector3(data.posx, data.posy, data.posz); player.transform.rotation = new Quaternion(data.rotx, data.roty, data.rotz, data.rotw); } else { player.transform.position = player.curCheckPoint.position; player.transform.rotation = player.curCheckPoint.rotation; } player.skinIndex = data.skinIndex; player.eyesIndex = data.eyesIndex; player.mouthIndex = data.mouthIndex; player.hairIndex = data.hairIndex; player.clothesIndex = data.clothesIndex; player.armourIndex = data.armourIndex; player.charClass = (CharacterClass)data.classIndex; player.characterName = data.playerName; for (int i = 0; i < player.stats.Length; i++) { player.stats[i].value = data.stats[i]; } }
public static PlayerDataToSave LoadData(PlayerHandler player) { string path = Application.persistentDataPath + "/" + player.name + ".god"; if (File.Exists(path)) { //Get our binary formatter BinaryFormatter formatter = new BinaryFormatter(); // and read the data from the path FileStream stream = new FileStream(path, FileMode.Open); //set the data from what it is back to usable variables PlayerDataToSave data = formatter.Deserialize(stream) as PlayerDataToSave; //we are done stream.Close(); //send usable data back to the PlayerDataToSave Script return(data); } else { return(null); } }
public static PlayerDataToSave LoadData(PlayerHandler player) { //Location to Save string path = Application.persistentDataPath + "/" + PlayerDataToSave.saveSlot; //If we have the file at that path if (File.Exists(path)) { //get our Binary formatter BinaryFormatter formatter = new BinaryFormatter(); //and reat the data FileStream stream = new FileStream(path, FileMode.Open); //set the data from what it is back to usable variables PlayerDataToSave data = formatter.Deserialize(stream) as PlayerDataToSave; //Ending stream.Close(); //Send usable data back to the PLayerDataSave Script return(data); } else { return(null); } }