// Use this for initialization void Start() { abilitiesUI = FindObjectOfType <AbilitiesUI>(); underAttackUI = FindObjectOfType <UnderAttackUI>(); playerVitalsUI = FindObjectOfType <PlayerVitalsUI>(); dialogueUI = FindObjectOfType <DialogueUI>(); npcController = FindObjectOfType <NPCs>(); //currentAbility = CombatAbilities.passive; playerCharacter = FindObjectOfType <PlayerCharacter>(); SelectedAbilityOption = "selectedAbilityOption"; CreateSelectionToggleGroup(SelectedAbilityOption); HideAbilities(); HideUnderAttack(); HidePlayerVitals(); }
/*loads all the details of the saved game except for the scene, since loading a scene destroys saveGameManager obj*/ public void LoadSave() { SkillsMenuUI skillsMenuUI = FindObjectOfType <SkillsMenuUI>(); PlayerVitalsUI playerVitalsUI = FindObjectOfType <PlayerVitalsUI>(); int saveID = PlayerPrefsManager.GetSaveGame(); //print(DbCommands.GetConn()); string[] playerSave = DbCommands.GetTupleFromTable("PlayerGames", " SaveIDs = " + saveID); print("Loading save reference: " + playerSave[1] + " PlayerName: " + playerSave[2] + " Portrait path: " + playerSave[3] + " Save ID: " + saveID); SetPlayerName(playerSave[2]); SetPlayerPortraitPath(playerSave[3]); player.GetComponent <PlayerCharacter>().SetMyName(playerName); player.GetComponent <PlayerCharacter>().SetMyPortrait(playerPortraitPath); playerVitalsUI.Portrait.sprite = player.GetComponent <PlayerCharacter>().GetMyPortrait(); float playerXpos = float.Parse(playerSave[6]); float playerYpos = float.Parse(playerSave[7]); //print(playerXpos + ", " + playerYpos); Transform playerTransform = player.GetComponent <Transform>(); playerTransform.localPosition = new Vector2(playerXpos, playerYpos); Camera.main.transform.position = new Vector3(playerTransform.position.x, playerTransform.position.y, Camera.main.transform.position.z); skillsMenuUI.SetSkillPointsSpent(int.Parse(playerSave[8])); Time.timeScale = 1; //Need to update currentgame with data from player save CopyPlayerSaveToCurrentGame(playerSave); if (saveID != 0) { LoadWorldItems(); LoadPrefabQuests(); } print("game loaded"); }