void Start()
    {
        animator       = GetComponent <Animator>();
        rb2D           = GetComponent <Rigidbody2D>();
        spriteRenderer = GetComponent <SpriteRenderer>();
        player1        = GetComponent <UnitStateMono>();
        boxCollider2D  = GetComponent <BoxCollider2D>();

        if (File.Exists(@"C:\Users\marsh\Documents\BackGround Project\Assets\MyTutorialGame\References" + "/savedGames.gd"))
        {
            player1Serial = new UnitStateSerial
                                (GameState.Current.Player1Serial.xPos,
                                GameState.Current.Player1Serial.yPos,
                                GameState.Current.Player1Serial.facing,
                                GameState.Current.Player1Serial.active);
        }

        else
        {
            player1Serial = new UnitStateSerial
                                (0, 0, 0, true);
        }

        player1.Memento = player1Serial;
        player1         = player1.Revert(player1);
    }
Exemple #2
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    // start
    void Start()
    {
        // component references
        animator        = GetComponent <Animator>();
        rb2D            = GetComponent <Rigidbody2D>();
        spriteRenderer  = GetComponent <SpriteRenderer>();
        playerStateMono = GetComponent <UnitStateMono>();
        boxCollider2D   = GetComponent <BoxCollider2D>();

        // sets player position from boardScript.player,
        // sets player facing and active state to 0(up) and true
        playerStateSerial = new UnitStateSerial
                                (GameManager.boardScript.player.transform, 0, true);

        // use playerstatemono's memento function to revert from
        playerStateMono.Memento = playerStateSerial;
        playerStateMono         = playerStateMono.Revert(playerStateMono);
    }
 public GameState(UnitStateSerial player1Serial)
 {
     Player1Serial = Player1Controller.playerStateSerial;
     string location = Location;
     string dateTime = DateTime;
 }