public void Save() { if (!isServer) { return; } // Save all tile layers to file. TileMap.SaveAll(); // Save the player inventory: // This will only save the host's inventory. TODO support other clients saving inventory data. InventoryIO.SaveInventory(RealityName); // Save current gear held and worn by local player. TODO see above. InventoryIO.SaveGear(RealityName, Player.Local); // Save currently held item. TODO see above. InventoryIO.SaveHolding(RealityName, Player.Local); // Save player state (position, health, etc.) PlayerIO.SavePlayerState(RealityName, Player.Local); // Save all world items to file. ItemIO.ItemsToFile(RealityName, GameObject.FindObjectsOfType <Item>()); // Save placed furniture... FurnitureIO.SaveFurniture(RealityName, Furniture.GetAllFurniture()); // Save the building inventory... BuildingIO.SaveBuildingInventory(RealityName, Player.Local); // Save the world state to file. WorldIO.SaveWorldState(this); }