void OnButtonPressed(EButtonReason reason) { print("OnButtonPressed: " + reason); switch (reason) { case EButtonReason.EBR_ContinueGame: CloseMenu(); break; case EButtonReason.EBR_SaveGame: FPlayerSaveState state = GameManager.Instance.PlayerReference.GetSaveState(); string json = JsonUtility.ToJson(state); PlayerPrefs.SetString(GameManager.KEYHASH_SAVEDATA, json); print(json); CloseMenu(); break; case EButtonReason.EBR_ReturnToMenu: SceneManager.LoadScene(GameManager.SCENEINDEX_MAINMENU); break; case EButtonReason.EBR_ExitGame: #if UNITY_EDITOR UnityEditor.EditorApplication.isPlaying = false; #else Application.Quit(); #endif break; } }
public void ApplySaveState(FPlayerSaveState saveState) { transform.position = new Vector3(saveState.x, saveState.y, saveState.z); HealthReference.SetCurrentLife(saveState._currentHealth); }