protected void AddPlayer(Player player, PlayerState playerState, PlayerBehavior behavior) { var set = new PlayerSet(player, playerState, behavior); PlayerSets.Add(set); Game.Players.Add(player); }
public static void SaveSets(Player player) { BinaryFormatter formatter = new BinaryFormatter(); string path = Application.persistentDataPath + "/unicornsets1.sav"; FileStream stream = new FileStream(path, FileMode.Create); PlayerSets data = new PlayerSets(player); formatter.Serialize(stream, data); stream.Close(); }
public void LoadPlayerDef() { Time.timeScale = 1f; defaults = true; // Debug.Log("load def"); maxHealth = 100f; maxStamina = 100f; maxDive = 0f; ableSwim = false; ableFlosh = false; diamonds = 0; currentQuest = 0; /* * position[0] = 455.24f; * position[1] = 6.748f; // GetComponent<PlayerManager>().startPosDef.position.y; * position[2] = 251.90f; // GetComponent<PlayerManager>().startPosDef.position.z; */ /*startPosition.x = position[0]; * startPosition.y = position[1]; * startPosition.z = position[2]; */ startPosition = start.transform.position; PlayerSets data = SaveSystem.LoadSets(); if (data != null) { timePassed = data.timePassed; timePassedWait = data.timePassedWait; clicked = data.clicked; sensitivity = data.sensitivity; } else { timePassed = 0f; timePassedWait = 0f; clicked = false; sensitivity = 3f; } /* * PlayerManager.instance.startPos.position = PlayerManager.instance.startPosDef.position; * player.GetComponent<CharacterStats>().maxHealth = maxHealth; * player.gameObject.GetComponent<CharacterStats>().maxStamina = maxStamina; * player.gameObject.GetComponent<CharacterStats>().ableSwim = ableSwim; * GetComponent<Inventory>().diamonds = diamonds; * //player.transform.position = startPosition; * //PlayerManager.instance.startPos.position = startPosition; * //player.GetComponent<PlayerController>().Teleport(data.startpos); */ }
/// <summary> /// Gets the player state of a certain player /// </summary> /// <param name="player">Player whose player state is queried</param> /// <returns>The state of the player</returns> public PlayerState?GetPlayerState(Player player) { var foundPlayer = PlayerSets.FirstOrDefault(x => x.Player == player); if (foundPlayer != null) { UpdatePlayerState(foundPlayer); return(foundPlayer.State); } return(null); }
public void LoadPlayer() { Time.timeScale = 1f; //Debug.Log("load"); PlayerData data = SaveSystem.LoadPlayer(); defaults = false; maxHealth = data.maxHealth; maxStamina = data.maxStamina; maxDive = data.maxDive; ableSwim = data.ableSwim; ableFlosh = data.ableFlosh; diamonds = data.diamonds; //gameManager.GetComponent<Inventory>().diamonds = diamonds; // position[0] = data.position[0]; // position[1] = data.position[1]; // position[2] = data.position[2]; position = data.position; currentQuest = data.currentQuest; startPosition.x = data.position[0]; startPosition.y = data.position[1]; startPosition.z = data.position[2]; diamondPosition = data.diamondPosition; diamondsLeft = data.diamondsLeft; PlayerSets dat = SaveSystem.LoadSets(); timePassed = dat.timePassed; timePassedWait = dat.timePassedWait; clicked = dat.clicked; sensitivity = dat.sensitivity; /* * player.GetComponent<CharacterStats>().maxHealth = data.maxHealth; * player.gameObject.GetComponent<CharacterStats>().maxStamina = data.maxStamina; * player.gameObject.GetComponent<CharacterStats>().ableSwim = data.ableSwim; * GetComponent<Inventory>().diamonds = data.diamonds; * //player.transform.position = startPosition; * PlayerManager.instance.startPos.position = startPosition; * //player.GetComponent<PlayerController>().Teleport(data.startpos); * friend.GetComponent<Quests>().currentQuest = data.currentQuest; */ }
public static PlayerSets LoadSets() { string path = Application.persistentDataPath + "/unicornsets1.sav"; if (File.Exists(path)) { BinaryFormatter formatter = new BinaryFormatter(); FileStream stream = new FileStream(path, FileMode.Open); PlayerSets data = formatter.Deserialize(stream) as PlayerSets; stream.Close(); return(data); } else { Debug.Log("File not found"); return(null); } }
public PlayerSet?GetPlayerSet(Player player) { return(PlayerSets.FirstOrDefault(x => x.Player == player)); }