void TeleportPlayer() { // Validate references if (!serializablePlayer || !playerEnterExit) { return; } // Get anchor position from player entity anchorPosition = GameManager.Instance.PlayerEntity.AnchorPosition; // Is player in same interior as anchor? if (IsSameInterior()) { // Just need to move player serializablePlayer.RestorePosition(anchorPosition); } else { // When teleporting to interior anchor, restore world compensation height early before initworld // Ensures exterior world level is aligned with building height at time of anchor // Only works with floating origin v3 saves and above with both serialized world compensation and context if (anchorPosition.worldContext == WorldContext.Interior) { GameManager.Instance.StreamingWorld.RestoreWorldCompensationHeight(anchorPosition.worldCompensation.y); } else { GameManager.Instance.StreamingWorld.RestoreWorldCompensationHeight(0); } // Cache scene before departing if (!playerEnterExit.IsPlayerInside) { SaveLoadManager.CacheScene(GameManager.Instance.StreamingWorld.SceneName); // Player is outside } else if (playerEnterExit.IsPlayerInsideBuilding) { SaveLoadManager.CacheScene(playerEnterExit.Interior.name); // Player inside a building } else // Player inside a dungeon { playerEnterExit.TransitionDungeonExteriorImmediate(); } // Need to load some other part of the world again - player could be anywhere PlayerEnterExit.OnRespawnerComplete += PlayerEnterExit_OnRespawnerComplete; playerEnterExit.RestorePositionHelper(anchorPosition, false, true); // Restore building summary data if (anchorPosition.insideBuilding) { playerEnterExit.BuildingDiscoveryData = anchorPosition.buildingDiscoveryData; } // When moving anywhere other than same interior trigger a fade so transition appears smoother DaggerfallUI.Instance.FadeBehaviour.FadeHUDFromBlack(); } }
void TeleportPlayer() { // Validate references if (!serializablePlayer || !playerEnterExit) { return; } // Is player in same interior as anchor? if (IsSameInterior()) { // Just need to move player serializablePlayer.RestorePosition(anchorPosition); return; } else { // Cache scene before departing if (!playerEnterExit.IsPlayerInside) { SaveLoadManager.CacheScene(GameManager.Instance.StreamingWorld.SceneName); // Player is outside } else if (playerEnterExit.IsPlayerInsideBuilding) { SaveLoadManager.CacheScene(playerEnterExit.Interior.name); // Player inside a building } else // Player inside a dungeon { playerEnterExit.TransitionDungeonExteriorImmediate(); } // Need to load some other part of the world again - player could be anywhere PlayerEnterExit.OnRespawnerComplete += PlayerEnterExit_OnRespawnerComplete; playerEnterExit.RestorePositionHelper(anchorPosition, false, true); // Restore building summary data if (anchorPosition.insideBuilding) { playerEnterExit.BuildingDiscoveryData = anchorPosition.buildingDiscoveryData; } // When moving anywhere other than same interior trigger a fade so transition appears smoother DaggerfallUI.Instance.FadeBehaviour.FadeHUDFromBlack(); } // End and resign // Player will need to create a new teleport with a new anchor from here // This is same behaviour as classic forcedRoundsRemaining = 0; ResignAsIncumbent(); anchorSet = false; }
IEnumerator LoadGame(string path) { GameManager.Instance.PlayerDeath.ClearDeathAnimation(); GameManager.Instance.PlayerMotor.CancelMovement = true; InputManager.Instance.ClearAllActions(); QuestMachine.Instance.ClearState(); stateManager.ClearSceneCache(); PlayerEntity playerEntity = GameManager.Instance.PlayerEntity; playerEntity.Reset(); // Read save data from files string saveDataJson = ReadSaveFile(Path.Combine(path, saveDataFilename)); string factionDataJson = ReadSaveFile(Path.Combine(path, factionDataFilename)); string questDataJson = ReadSaveFile(Path.Combine(path, questDataFilename)); string discoveryDataJson = ReadSaveFile(Path.Combine(path, discoveryDataFilename)); string conversationDataJson = ReadSaveFile(Path.Combine(path, conversationDataFilename)); string notebookDataJson = ReadSaveFile(Path.Combine(path, notebookDataFilename)); // Load backstory text playerEntity.BackStory = new List <string>(); if (File.Exists(Path.Combine(path, bioFileName))) { StreamReader file = new StreamReader(Path.Combine(path, bioFileName).ToString()); string line; while ((line = file.ReadLine()) != null) { playerEntity.BackStory.Add(line); } file.Close(); } // Deserialize JSON strings SaveData_v1 saveData = Deserialize(typeof(SaveData_v1), saveDataJson) as SaveData_v1; // Must have a serializable player if (!stateManager.SerializablePlayer) { yield break; } // Call start load event RaiseOnStartLoadEvent(saveData); // Immediately set date so world is loaded with correct season RestoreDateTimeData(saveData.dateAndTime); // Restore discovery data if (!string.IsNullOrEmpty(discoveryDataJson)) { Dictionary <int, PlayerGPS.DiscoveredLocation> discoveryData = Deserialize(typeof(Dictionary <int, PlayerGPS.DiscoveredLocation>), discoveryDataJson) as Dictionary <int, PlayerGPS.DiscoveredLocation>; GameManager.Instance.PlayerGPS.RestoreDiscoveryData(discoveryData); } else { // Clear discovery data when not in save, or live state will be retained from previous session GameManager.Instance.PlayerGPS.ClearDiscoveryData(); } // Must have PlayerEnterExit to respawn player at saved location PlayerEnterExit playerEnterExit = stateManager.SerializablePlayer.GetComponent <PlayerEnterExit>(); if (!playerEnterExit) { yield break; } // Restore building summary, house ownership, and guild membership early for interior layout code if (saveData.playerData.playerPosition.insideBuilding) { playerEnterExit.BuildingDiscoveryData = saveData.playerData.playerPosition.buildingDiscoveryData; playerEnterExit.IsPlayerInsideOpenShop = saveData.playerData.playerPosition.insideOpenShop; if (saveData.bankDeeds != null) { RestoreHousesData(saveData.bankDeeds.houses); } GameManager.Instance.GuildManager.RestoreMembershipData(saveData.playerData.guildMemberships); } // Restore faction data to player entity // This is done early as later objects may require faction information on restore if (!string.IsNullOrEmpty(factionDataJson)) { FactionData_v2 factionData = Deserialize(typeof(FactionData_v2), factionDataJson) as FactionData_v2; stateManager.RestoreFactionData(factionData); Debug.Log("LoadGame() restored faction state from save."); } else { Debug.Log("LoadGame() did not find saved faction data. Player will resume with default faction state."); } // Restore quest machine state if (!string.IsNullOrEmpty(questDataJson)) { QuestMachine.QuestMachineData_v1 questData = Deserialize(typeof(QuestMachine.QuestMachineData_v1), questDataJson) as QuestMachine.QuestMachineData_v1; QuestMachine.Instance.RestoreSaveData(questData); } // Restore conversation data (must be done after quest data restoration) if (!string.IsNullOrEmpty(conversationDataJson)) { TalkManager.SaveDataConversation conversationData = Deserialize(typeof(TalkManager.SaveDataConversation), conversationDataJson) as TalkManager.SaveDataConversation; GameManager.Instance.TalkManager.RestoreConversationData(conversationData); } else { GameManager.Instance.TalkManager.RestoreConversationData(null); } // Restore notebook data if (!string.IsNullOrEmpty(notebookDataJson)) { PlayerNotebook.NotebookData_v1 notebookData = Deserialize(typeof(PlayerNotebook.NotebookData_v1), notebookDataJson) as PlayerNotebook.NotebookData_v1; playerEntity.Notebook.RestoreNotebookData(notebookData); } // Restore player position to world playerEnterExit.RestorePositionHelper(saveData.playerData.playerPosition, true, false); //Restore Travel Map settings DaggerfallUI.Instance.DfTravelMapWindow.SetTravelMapFromSaveData(saveData.travelMapData); // Smash to black while respawning DaggerfallUI.Instance.FadeBehaviour.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, Automap.AutomapDungeonState> automapState = null; if (!string.IsNullOrEmpty(automapDataJson)) { automapState = Deserialize(typeof(Dictionary <string, Automap.AutomapDungeonState>), automapDataJson) as Dictionary <string, Automap.AutomapDungeonState>; } if (automapState != null) { GameManager.Instance.InteriorAutomap.SetState(automapState); } } catch (Exception ex) { string message = string.Format("Failed to load automap state. Message: {0}", ex.Message); Debug.Log(message); } // Clear any orphaned quest items RemoveAllOrphanedItems(); // Check mod manager is available if (ModManager.Instance != null) { // Restore mod data foreach (Mod mod in ModManager.Instance.GetAllModsWithSaveData()) { string modDataPath = Path.Combine(path, GetModDataFilename(mod)); object modData; if (File.Exists(modDataPath)) { modData = Deserialize(mod.SaveDataInterface.SaveDataType, ReadSaveFile(modDataPath)); } else { modData = mod.SaveDataInterface.NewSaveData(); } mod.SaveDataInterface.RestoreSaveData(modData); } } // Clamp legal reputation playerEntity.ClampLegalReputations(); // Lower load in progress flag loadInProgress = false; // Fade out from black DaggerfallUI.Instance.FadeBehaviour.FadeHUDFromBlack(1.0f); // Raise OnLoad event RaiseOnLoadEvent(saveData); }