public void Load() { PlayerDataToSave data = PlayerSaveToBinary.LoadData(player); player.name = data.playerName; player.curCheckPoint = GameObject.Find(data.checkPoint).GetComponent <Transform>(); player.maxHealth = data.maxHealth; player.maxMana = data.maxMana; player.maxStamina = data.maxStamina; player.curHealth = data.curHealth; player.curMana = data.curMana; player.curStamina = data.curStamina; player.transform.position = new Vector3(data.pX, data.pY, data.pZ); player.transform.rotation = new Quaternion(data.rX, data.rY, data.rZ, data.rW); /* * OLD STUFF * * //Players current health is set to playerPrefs saved float called CurHealth, else set it to MaxHealth * player.curHealth = PlayerPrefs.GetFloat("CurHealth", player.maxHealth); * player.curStamina = PlayerPrefs.GetFloat("CurStamina", player.maxStamina); * player.curMana = PlayerPrefs.GetFloat("CurMana", player.maxMana); * * //Get the player poisition x.y,z and put it into a vector3 and set the new player position * player.transform.position = new Vector3(PlayerPrefs.GetFloat("PlayerX", 1), PlayerPrefs.GetFloat("PlayerY", 1), PlayerPrefs.GetFloat("PlayerZ", 1)); * * //Get the saved rotation of the character and set via a Quaternion (4 floats, X,Y,Z,W) * player.transform.rotation = new Quaternion(PlayerPrefs.GetFloat("RotationX", 0), PlayerPrefs.GetFloat("RotationY", 0), PlayerPrefs.GetFloat("RotationZ", 0), PlayerPrefs.GetFloat("RotationW", 0)); */ }
// Update is called once per frame public void Load() { PlayerDataToSave data = PlayerSaveToBinary.LoadData(player); player.name = data.playerName; player.maxHealth = data.maxHealth; player.maxMana = data.maxMana; player.maxStamina = data.maxStamina; player.curHealth = data.curHealth; player.curMana = data.curMana; player.curStamina = data.curStamina; player.transform.position = new Vector3(data.pX, data.pY, data.pZ); player.transform.rotation = new Quaternion(data.rX, data.rY, data.rZ, data.rW); /* players current health is set to PlayerPrefs saved float called CurHealth, else set it to MaxHealth * player.curHealth = PlayerPrefs.GetFloat("CurHealth", player.maxHealth); * player.curMana = PlayerPrefs.GetFloat("CurMana", player.maxMana); * player.curStamina = PlayerPrefs.GetFloat("CurStamina", player.maxStamina); * // Position * /* x = PlayerPrefs.GetFloat("PlayerX", 1); * y = PlayerPrefs.GetFloat("PlayerY", 1); * z = PlayerPrefs.GetFloat("PlayerZ", 1); * * player.transform.position = new Vector3(PlayerPrefs.GetFloat("PlayerX", 29.51f), PlayerPrefs.GetFloat("PlayerY", 51f), PlayerPrefs.GetFloat("PlayerZ", 59.14f)); * player.transform.rotation = new Quaternion(PlayerPrefs.GetFloat("PlayerRotX", 0), PlayerPrefs.GetFloat("PlayerRotY", 0), PlayerPrefs.GetFloat("PlayerRotZ", 0), PlayerPrefs.GetFloat("PlayerRotW", 0)); * Debug.Log("Last player position"); */ }
public void Save() { PlayerSaveToBinary.SavePlayerData(player); /* * OLD STUFF * * //Saves Player Stats * //Health, Mana, Stamina * PlayerPrefs.SetFloat("CurHealth", player.curHealth); * PlayerPrefs.SetFloat("CurStamina", player.curStamina); * PlayerPrefs.SetFloat("CurMana", player.curMana); * * //Position * PlayerPrefs.SetFloat("PlayerX", player.transform.position.x); * PlayerPrefs.SetFloat("PlayerY", player.transform.position.y); * PlayerPrefs.SetFloat("PlayerZ", player.transform.position.z); * * //Rotation * PlayerPrefs.SetFloat("RotationX", player.transform.rotation.x); * PlayerPrefs.SetFloat("RotationY", player.transform.rotation.y); * PlayerPrefs.SetFloat("RotationZ", player.transform.rotation.z); * PlayerPrefs.SetFloat("RotationW", player.transform.rotation.w); */ }
public void FirstLoad() { PlayerDataToSave data = PlayerSaveToBinary.LoadData(player); //player.name = data.playerName; player.curCheckPoint = GameObject.Find("Home Checkpoint 1").GetComponent <Transform>(); player.maxHealth = data.maxHealth; player.maxMana = data.maxMana; player.maxStamina = data.maxStamina; player.curHealth = data.curHealth; player.curMana = data.curMana; player.curStamina = data.curStamina; player.transform.position = new Vector3(data.pX, data.pY, data.pZ); player.transform.rotation = new Quaternion(data.rX, data.rY, data.rZ, data.rW); }
// Start is called before the first frame update public void Save() { PlayerSaveToBinary.SavePlayerData(player); /* Health, Mana, Stamina * PlayerPrefs.SetFloat("CurHealth", player.curHealth); * PlayerPrefs.SetFloat("CurMana", player.curMana); * PlayerPrefs.SetFloat("CurStamina", player.curStamina); * // Position * PlayerPrefs.SetFloat("PlayerX", player.transform.position.x); * PlayerPrefs.SetFloat("PlayerY", player.transform.position.y); * PlayerPrefs.SetFloat("PlayerZ", player.transform.position.z); * // Rotation * PlayerPrefs.SetFloat("PlayerRotX", player.transform.rotation.x); * PlayerPrefs.SetFloat("PlayerRotY", player.transform.rotation.y); * PlayerPrefs.SetFloat("PlayerRotZ", player.transform.rotation.z); * PlayerPrefs.SetFloat("PlayerRotW", player.transform.rotation.w); */ }