コード例 #1
0
    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));
         */
    }
コード例 #2
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");
         */
    }
コード例 #3
0
    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);
         */
    }
コード例 #4
0
    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);
    }
コード例 #5
0
    // 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);
         */
    }