// CARGA Y GUARDADO DEL JUEGO void LoadSave() { string loadString = SaveManager.Load(); if (loadString != null) { Debug.Log("GameLoaded " + loadString); saveGame = JsonUtility.FromJson <SaveManager.GameSave>(loadString); } }
void loadLvl(SaveManager.GameSave lvlLoader_) { ammo_ = lvlLoader_.ammo_; Instantiate(PlayerPrefab, lvlLoader_.playerPos_, Quaternion.identity); int i = 0; foreach (SaveManager.EnemySettings e in lvlLoader_.enemies_) { EnemigoManager enemy = Instantiate(EnemigoPrefab, e.tr_, Quaternion.identity).GetComponent <EnemigoManager>(); enemy.transform.parent = EnemiesPool.transform; enemy.name = "Enemigo" + i; enemy.LoadEnemy(e.nodes_.nodes, e.nodes_.count, e.state, e.prevstate); i++; } i = 0; foreach (SaveManager.PuertasStates p in lvlLoader_.puertas_) { Puerta puerta = Instantiate(PuertaPrefab, p.position_, Quaternion.Euler(p.rotation_)).GetComponent <Puerta>(); puerta.transform.parent = PuertaPool.transform; puerta.name = "Puerta" + i; puerta.SetPuerta(p.open_); i++; } i = 0; foreach (SaveManager.BotonStates b in lvlLoader_.botones_) { Boton boton = Instantiate(BotonPrefab, b.position_, Quaternion.identity).GetComponent <Boton>(); boton.transform.parent = BotonesPool.transform; boton.name = "Boton" + i; i++; if (b.active) { List <GameObject> LaserIn = new List <GameObject>(); foreach (SaveManager.LaserTr l in b.laser) { GameObject laser = Instantiate(LaserPrefab, l.positon_, Quaternion.Euler(l.rotation_)); laser.GetComponent <Laser>().SetIntermitencia(l.intermitencia_); LaserIn.Add(laser); } boton.SetButton(LaserIn, true); } else { boton.SetButton(null, false); } } }
void chooseLvl(string lvl) { SaveManager.GameSave lvlLoader = new SaveManager.GameSave(); if (lvl == "Nivel 1") { lvlLoader = JsonUtility.FromJson <SaveManager.GameSave>(jsonlvl1.text); } else { lvlLoader = JsonUtility.FromJson <SaveManager.GameSave>(jsonlvl2.text); } loadLvl(lvlLoader); }