Esempio n. 1
0
    public void LoadEnemy()
    {
        // Get Player Data Object
        List <SaveDataManager.GameStateData.DataEnemy> Enemies = GameManager.Singleton._saveDataManager.GameState.Enemies;

        SaveDataManager.GameStateData.DataEnemy temp = null;

        for (int i = 0; i < Enemies.Count; i++)
        {
            if (Enemies[i].EnemyID == EnemyID)
            {
                temp = Enemies[i];
                break;
            }
        }

        if (temp == null)
        {
            DestroyImmediate(gameObject);
            return;
        }

        // Load data back to Player
        EnemyID                 = temp.EnemyID;
        Health                  = temp.Health;
        transform.position      = new Vector3(temp.PosRotScale.X, temp.PosRotScale.Y, temp.PosRotScale.Z);
        transform.localRotation = Quaternion.Euler(temp.PosRotScale.RotX, temp.PosRotScale.RotY, temp.PosRotScale.RotZ);
        transform.localScale    = new Vector3(temp.PosRotScale.ScaleX, temp.PosRotScale.ScaleY, temp.PosRotScale.ScaleZ);
    }
Esempio n. 2
0
    public void SaveEnemy()
    {
        // Get Player Data Object
        SaveDataManager.GameStateData.DataEnemy temp = new SaveDataManager.GameStateData.DataEnemy();

        //Fill in player data for save game
        temp.EnemyID            = EnemyID;
        temp.Health             = Health;
        temp.PosRotScale.X      = transform.position.x;
        temp.PosRotScale.Y      = transform.position.y;
        temp.PosRotScale.Z      = transform.position.z;
        temp.PosRotScale.RotX   = transform.localEulerAngles.x;
        temp.PosRotScale.RotY   = transform.localEulerAngles.y;
        temp.PosRotScale.RotZ   = transform.localEulerAngles.z;
        temp.PosRotScale.ScaleX = transform.localScale.x;
        temp.PosRotScale.ScaleY = transform.localScale.y;
        temp.PosRotScale.ScaleZ = transform.localScale.z;

        GameManager.Singleton._saveDataManager.GameState.Enemies.Add(temp);
    }