IEnumerator LoadGame(SaveData_v1 saveData)
        {
            // Must have a serializable player
            if (!serializablePlayer)
            {
                yield break;
            }

            // Immediately set date so world is loaded with correct season
            RestoreDateTimeData(saveData.dateAndTime);

            // Must have PlayerEnterExit to respawn player at saved location
            PlayerEnterExit playerEnterExit = serializablePlayer.GetComponent <PlayerEnterExit>();

            if (!playerEnterExit)
            {
                yield break;
            }

            // Check exterior doors are included in save, we need these to exit building
            bool hasExteriorDoors;

            if (saveData.playerData.playerPosition.exteriorDoors == null || saveData.playerData.playerPosition.exteriorDoors.Length == 0)
            {
                hasExteriorDoors = false;
            }
            else
            {
                hasExteriorDoors = true;
            }

            // Raise reposition flag if terrain sampler changed
            // This is required as changing terrain samplers will invalidate serialized player coordinates
            bool repositionPlayer = false;

            if (saveData.playerData.playerPosition.terrainSamplerName != DaggerfallUnity.Instance.TerrainSampler.ToString() ||
                saveData.playerData.playerPosition.terrainSamplerVersion != DaggerfallUnity.Instance.TerrainSampler.Version)
            {
                repositionPlayer = true;
                if (DaggerfallUI.Instance.DaggerfallHUD != null)
                {
                    DaggerfallUI.Instance.DaggerfallHUD.PopupText.AddText("Terrain sampler changed. Repositioning player.");
                }
            }

            // Raise reposition flag if player is supposed to start indoors but building has no doors
            if (saveData.playerData.playerPosition.insideBuilding && !hasExteriorDoors)
            {
                repositionPlayer = true;
                if (DaggerfallUI.Instance.DaggerfallHUD != null)
                {
                    DaggerfallUI.Instance.DaggerfallHUD.PopupText.AddText("Building has no exterior doors. Repositioning player.");
                }
            }

            // Start the respawn process based on saved player location
            if (saveData.playerData.playerPosition.insideDungeon && !repositionPlayer)
            {
                // Start in dungeon
                playerEnterExit.RespawnPlayer(
                    saveData.playerData.playerPosition.worldPosX,
                    saveData.playerData.playerPosition.worldPosZ,
                    true);
            }
            else if (saveData.playerData.playerPosition.insideBuilding && hasExteriorDoors && !repositionPlayer)
            {
                // Start in building
                playerEnterExit.RespawnPlayer(
                    saveData.playerData.playerPosition.worldPosX,
                    saveData.playerData.playerPosition.worldPosZ,
                    saveData.playerData.playerPosition.insideDungeon,
                    saveData.playerData.playerPosition.insideBuilding,
                    saveData.playerData.playerPosition.exteriorDoors);
            }
            else
            {
                // Start outside
                playerEnterExit.RespawnPlayer(
                    saveData.playerData.playerPosition.worldPosX,
                    saveData.playerData.playerPosition.worldPosZ,
                    false,
                    false,
                    null,
                    repositionPlayer);
            }

            // Keep yielding frames until world is ready again
            while (playerEnterExit.IsRespawning)
            {
                yield return(new WaitForEndOfFrame());
            }

            // Wait another frame so everthing has a chance to register
            yield return(new WaitForEndOfFrame());

            // Restore save data to objects in newly spawned world
            RestoreSaveData(saveData);

            // Raise OnLoad event
            RaiseOnLoadEvent(saveData);
        }
        IEnumerator LoadGame(string saveName, string path)
        {
            GameManager.Instance.PlayerDeath.ClearDeathAnimation();
            GameManager.Instance.PlayerMotor.CancelMovement = true;
            InputManager.Instance.ClearAllActions();

            // Read save data from files
            string saveDataJson = ReadSaveFile(Path.Combine(path, saveDataFilename));

            // Deserialize JSON strings
            SaveData_v1 saveData = Deserialize(typeof(SaveData_v1), saveDataJson) as SaveData_v1;

            // Must have a serializable player
            if (!serializablePlayer)
            {
                yield break;
            }

            // Immediately set date so world is loaded with correct season
            RestoreDateTimeData(saveData.dateAndTime);

            // Must have PlayerEnterExit to respawn player at saved location
            PlayerEnterExit playerEnterExit = serializablePlayer.GetComponent <PlayerEnterExit>();

            if (!playerEnterExit)
            {
                yield break;
            }

            // Check exterior doors are included in save, we need these to exit building
            bool hasExteriorDoors;

            if (saveData.playerData.playerPosition.exteriorDoors == null || saveData.playerData.playerPosition.exteriorDoors.Length == 0)
            {
                hasExteriorDoors = false;
            }
            else
            {
                hasExteriorDoors = true;
            }

            // Raise reposition flag if terrain sampler changed
            // This is required as changing terrain samplers will invalidate serialized player coordinates
            bool repositionPlayer = false;

            if (saveData.playerData.playerPosition.terrainSamplerName != DaggerfallUnity.Instance.TerrainSampler.ToString() ||
                saveData.playerData.playerPosition.terrainSamplerVersion != DaggerfallUnity.Instance.TerrainSampler.Version)
            {
                repositionPlayer = true;
                if (DaggerfallUI.Instance.DaggerfallHUD != null)
                {
                    DaggerfallUI.Instance.DaggerfallHUD.PopupText.AddText("Terrain sampler changed. Repositioning player.");
                }
            }

            // Raise reposition flag if player is supposed to start indoors but building has no doors
            if (saveData.playerData.playerPosition.insideBuilding && !hasExteriorDoors)
            {
                repositionPlayer = true;
                if (DaggerfallUI.Instance.DaggerfallHUD != null)
                {
                    DaggerfallUI.Instance.DaggerfallHUD.PopupText.AddText("Building has no exterior doors. Repositioning player.");
                }
            }

            // Start the respawn process based on saved player location
            if (saveData.playerData.playerPosition.insideDungeon && !repositionPlayer)
            {
                // Start in dungeon
                playerEnterExit.RespawnPlayer(
                    saveData.playerData.playerPosition.worldPosX,
                    saveData.playerData.playerPosition.worldPosZ,
                    true);
            }
            else if (saveData.playerData.playerPosition.insideBuilding && hasExteriorDoors && !repositionPlayer)
            {
                // Start in building
                playerEnterExit.RespawnPlayer(
                    saveData.playerData.playerPosition.worldPosX,
                    saveData.playerData.playerPosition.worldPosZ,
                    saveData.playerData.playerPosition.insideDungeon,
                    saveData.playerData.playerPosition.insideBuilding,
                    saveData.playerData.playerPosition.exteriorDoors);
            }
            else
            {
                // Start outside
                playerEnterExit.RespawnPlayer(
                    saveData.playerData.playerPosition.worldPosX,
                    saveData.playerData.playerPosition.worldPosZ,
                    false,
                    false,
                    null,
                    repositionPlayer);
            }

            // Smash to black while respawning
            DaggerfallUI.Instance.SmashHUDToBlack();

            // Keep yielding frames until world is ready again
            while (playerEnterExit.IsRespawning)
            {
                yield return(new WaitForEndOfFrame());
            }

            // Wait another frame so everthing has a chance to register
            yield return(new WaitForEndOfFrame());

            // Restore save data to objects in newly spawned world
            RestoreSaveData(saveData);

            // Load automap state
            try
            {
                string automapDataJson = ReadSaveFile(Path.Combine(path, automapDataFilename));
                Dictionary <string, DaggerfallAutomap.AutomapGeometryDungeonState> automapState = null;

                if (!string.IsNullOrEmpty(automapDataJson))
                {
                    automapState = Deserialize(typeof(Dictionary <string, DaggerfallAutomap.AutomapGeometryDungeonState>), automapDataJson) as Dictionary <string, DaggerfallAutomap.AutomapGeometryDungeonState>;
                }

                if (automapState != null)
                {
                    GameManager.Instance.Automap.SetState(automapState);
                }
            }
            catch (Exception ex)
            {
                string message = string.Format("Failed to load automap state. Message: {0}", ex.Message);
                Debug.Log(message);
            }

            // Lower load in progress flag
            loadInProgress = false;

            // Fade out from black
            DaggerfallUI.Instance.FadeHUDFromBlack(1.5f);

            // Raise OnLoad event
            RaiseOnLoadEvent(saveData);
        }