public void LoadPlayer() { PlayerSave data = PlayerSaveSystem.LoadPlayer(); if (data != null && !GM.improved) { spawnPos.x = data.spawnPos[0]; spawnPos.y = data.spawnPos[1]; spawnPos.z = data.spawnPos[2]; transform.position = spawnPos; GM.checkpointsManager.actualCheckPoint = data.actualSpawnPoint; life.health = data.health; items.itemsCount[4] = data.molotovs; items.itemsCount[3] = data.grenades; items.itemsCount[2] = data.sounds; items.itemsCount[1] = data.kits; items.itemsCount[0] = data.EMPs; WM.weapons[0].currentAmmo = data.pistolInMagazine; WM.weapons[0].ammoReloaded = data.pistolReloaded; WM.weapons[1].currentAmmo = data.shotgunInMagazine; WM.weapons[1].ammoReloaded = data.shotgunReloaded; WM.weapons[2].currentAmmo = data.subInMagazine; WM.weapons[2].ammoReloaded = data.subReloaded; WM.weapons[3].currentAmmo = data.rifleInMagazine; WM.weapons[3].ammoReloaded = data.rifleReloaded; } }
public void SetNewSpawnPoint() { player.spawnPos = newSpawnPos.position; checkManager.actualCheckPoint++; checkManager.SetNewCheckPoint(); PlayerSaveSystem.SavePlayer(player); }
// this method start to load the new scene and update loading bar IEnumerator LoadLevelAsync(int levelIndex) { isChangingScene = true; transition.SetTrigger("Start"); yield return(new WaitForSeconds(transitionTime)); slider.gameObject.SetActive(true); PlayerSaveSystem.Save(); AsyncOperation operation = SceneManager.LoadSceneAsync(levelIndex); while (!operation.isDone) { float progress = Mathf.Clamp01(operation.progress / .9f); slider.value = progress; yield return(null); } }
//Load game loads an existent save file. public void LoadGame() { PlayerSaveSystem.Load(); LevelLoader.instance.LoadLevel(GlobalVariables.HUB_SCENE); }
//New game starts a new game. It will overwrite the old saves. public void NewGame() { PlayerSaveSystem.Save(); // I reset the savedata, if there is one (Thomas) LevelLoader.instance.LoadLevel(GlobalVariables.HUB_SCENE); }