void Update() { if (keyBinds.GetButtonDown("Jump")) { characterSwapper.currentCharacter.GetComponent <PlayerController>().jump(); } ; if (Input.GetButtonDown("Character1")) { characterSwapper.switchToCharacter1(); } if (Input.GetButtonDown("Character2")) { characterSwapper.switchToCharacter2(); } if (Input.GetButtonDown("Character3")) { characterSwapper.switchToCharacter3(); } if (Input.GetButtonDown("Character4")) { characterSwapper.switchToCharacter4(); } }
public void LoadData() { AliceController.incrementHealth(AliceData[0]); BobController.incrementHealth(BobData[0]); CharlieController.incrementHealth(CharlieData[0]); DaveController.incrementHealth(DaveData[0]); AliceController.decrementMana(999); BobController.decrementMana(999); CharlieController.decrementMana(999); DaveController.decrementMana(999); AliceController.incrementMana(AliceData[1]); BobController.incrementMana(BobData[1]); CharlieController.incrementMana(CharlieData[1]); DaveController.incrementMana(DaveData[1]); AliceController.setMaxHealth(AliceData[2]); BobController.setMaxHealth(BobData[2]); CharlieController.setMaxHealth(CharlieData[2]); DaveController.setMaxHealth(DaveData[2]); AliceController.setMaxMana(AliceData[3]); BobController.setMaxMana(BobData[3]); CharlieController.setMaxMana(CharlieData[3]); DaveController.setMaxMana(DaveData[3]); StartCoroutine(LoadSaveScene()); switch (characterAtSave) { case 1: characterSwapper.switchToCharacter1(); break; case 2: characterSwapper.switchToCharacter2(); break; case 3: characterSwapper.switchToCharacter3(); break; case 4: characterSwapper.switchToCharacter4(); break; default: break; } //LOADING ITEMS if (saveItems.Count != 0) { gameManagerGO.GetComponent <GameManager>().items.Clear(); for (int i = 0; i < saveItems.Count; i++) { gameManagerGO.GetComponent <GameManager>().items.Add(saveItems[i]); // Debug.Log("LOAD: " + saveItems[i].itemName); } for (int i = 0; i < gameManagerGO.GetComponent <GameManager>().items.Count; i++) { // Debug.Log("LOAD: " + gameManagerGO.GetComponent<GameManager>().items[i].itemName); } gameManagerGO.GetComponent <GameManager>().itemNumbers.Clear(); for (int i = 0; i < saveitemNumbers.Count; i++) { gameManagerGO.GetComponent <GameManager>().itemNumbers.Add(saveitemNumbers[i]); // Debug.Log("LOAD: " + saveitemNumbers[i]); } gameManagerGO.GetComponent <GameManager>().slots = saveSlots; gameManagerGO.GetComponent <GameManager>().DisplayItems(); } //LOADING ITEMS WORKING //LOADING COIN COUNTER coinCounterM.GetComponent <ScoreManager>().setValueAndText(savedCoinCounter); Debug.Log("Coins Loaded: " + coinCounterM.GetComponent <ScoreManager>().score); //COIN COUNTER LOADED //LOADING EQUIPMENT ITEMS //gameManagerGO.GetComponent<GameManager>().equipmentItems.Clear(); //LOADING EQUIPMENT HELMET // gameManagerGO.GetComponent<GameManager>().equipmentHelmets.Clear(); /*for (int i = 0; i < gameManager.GetComponent<GameManager>().equipmentHelmets.Count; i++) * { * gameManager.GetComponent<GameManager>().RemoveEquipmentItem(gameManager.GetComponent<GameManager>().equipmentHelmets[i]); * }*/ // Debug.Log("HELMETS BEFORE: " + gameManager.GetComponent<GameManager>().equipmentHelmets.Count); /* for (int i = 0; i < savedEquipmentHelmets.Count; i++) * { * gameManagerGO.GetComponent<GameManager>().equipmentHelmets.Add(savedEquipmentHelmets[i]); * }*/ //LOADING EQUIPMENT BODY //gameManagerGO.GetComponent<GameManager>().equipmentChest.Clear(); /*for (int i = 0; i < gameManager.GetComponent<GameManager>().equipmentChest.Count; i++) * { * gameManager.GetComponent<GameManager>().RemoveEquipmentItem(gameManager.GetComponent<GameManager>().equipmentChest[i]); * } * // Debug.Log("BODY BEFORE: " + gameManager.GetComponent<GameManager>().equipmentChest.Count); *//* for (int i = 0; i < savedEquipmentChest.Count; i++) * { * gameManagerGO.GetComponent<GameManager>().equipmentChest.Add(savedEquipmentChest[i]); * }*//* * //LOADING EQUIPMENT PANTS * // gameManagerGO.GetComponent<GameManager>().equipmentPants.Clear(); * for (int i = 0; i < gameManager.GetComponent<GameManager>().equipmentPants.Count; i++) * { * gameManager.GetComponent<GameManager>().RemoveEquipmentItem(gameManager.GetComponent<GameManager>().equipmentPants[i]); * } * // Debug.Log("PANTS BEFORE: " + gameManager.GetComponent<GameManager>().equipmentPants.Count); *//* for (int i = 0; i < savedEquipmentPants.Count; i++) * { * gameManagerGO.GetComponent<GameManager>().equipmentPants.Add(savedEquipmentPants[i]); * }*//* * //LOADING EQUIPMENT BOOTS * // gameManagerGO.GetComponent<GameManager>().equipmentBoots.Clear(); * for (int i = 0; i < gameManager.GetComponent<GameManager>().equipmentBoots.Count; i++) * { * gameManager.GetComponent<GameManager>().RemoveEquipmentItem(gameManager.GetComponent<GameManager>().equipmentBoots[i]); * } * //Debug.Log("BOOTS BEFORE: " + gameManager.GetComponent<GameManager>().equipmentBoots.Count); *//* for (int i = 0; i < savedEquipmentBoots.Count; i++) * { * gameManagerGO.GetComponent<GameManager>().equipmentBoots.Add(savedEquipmentBoots[i]); * }*//* * //LOADING EQUIPMENT WEAPON * //gameManagerGO.GetComponent<GameManager>().equipmentWeapon.Clear(); * for (int i = 0; i < gameManager.GetComponent<GameManager>().equipmentWeapon.Count; i++) * { * gameManager.GetComponent<GameManager>().RemoveEquipmentItem(gameManager.GetComponent<GameManager>().equipmentWeapon[i]); * }*/ // Debug.Log("WEAPONS BEFORE: " + gameManager.GetComponent<GameManager>().equipmentWeapon.Count); /* for (int i = 0; i < savedEquipmentWeapon.Count; i++) * { * gameManagerGO.GetComponent<GameManager>().equipmentWeapon.Add(savedEquipmentWeapon[i]); * }*/ //Debug.Log("EITEMS BEFORE loop: " + gameManagerGO.GetComponent<GameManager>().equipmentItems.Count); for (int i = 0; i < gameManagerGO.GetComponent <GameManager>().equipmentItems.Count; i++) { gameManagerGO.GetComponent <GameManager>().RemoveEquipmentItem(gameManager.GetComponent <GameManager>().equipmentItems[i]); } for (int i = 0; i < gameManagerGO.GetComponent <GameManager>().equipmentItems.Count; i++) { Debug.Log("EITEM NOT DELETED: " + gameManagerGO.GetComponent <GameManager>().equipmentItems[i]); } Debug.Log("EITEMS BEFORE after loop: " + gameManagerGO.GetComponent <GameManager>().equipmentItems.Count); for (int i = 0; i < savedEquipmentItems.Count; i++) { gameManagerGO.GetComponent <GameManager>().AddEquipmentItem(savedEquipmentItems[i]); } Debug.Log("EITEMS AFTER : " + gameManager.GetComponent <GameManager>().equipmentItems.Count); gameManagerGO.GetComponent <GameManager>().equipmentSlots = savedEquipmentSlots; characterSwapper.currentCharacter.transform.position = saveLocation; }